Time Factor in the Curriculum Integration of Game-Based Learning

Author:

Romero Margarida1,Usart Mireia1

Affiliation:

1. Universitat Ramon Llull, Spain

Abstract

From primary and secondary educational levels to higher education and lifelong learning, the use of games for educational purposes has become a focus of increasing interest for instructional designers, teachers, and researchers. To ensure the achievement of learning objectives and competency in the use of games for educational purposes, the use of Game-Based Learning (GBL) in the curriculum should be considered in terms of its learner-centred characteristics, game dynamics, and interactional requirements. A dimension that involves all these characteristics is the time factor. Time is considered in this chapter from three different points of view: learner’s psychological time; temporal gameplay; and the “interaction tempo” required for successfully including games in the curriculum. This chapter describes four typologies of the time factor: time-on-task; temporal perspectives of learners; temporal gameplay; and interaction tempo. Finally, the chapter proposes practical ideas for game designers and teachers when using GBL in face-to-face and online contexts.

Publisher

IGI Global

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1. The Fundamentals of Game-Based Learning;Handbook of Research on Instructional Systems and Educational Technology;2017

2. Expanding the Game Design Play and Experience Framework for Game-Based Lifelong Learning (GD-LLL-PE);Game-Based Learning Across the Lifespan;2016-10-23

3. Time Factor Assessment in Game-Based Learning;Gamification;2015

4. Time Factor Assessment in Game-Based Learning;Psychology, Pedagogy, and Assessment in Serious Games

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