Market Focus - K12
Most applications of GBL can be found in the K-12 market.
This makes sense because GBL is an excellent vehicle for serving individual student needs, as games can be used for differentiation, collaborative skill development, enrichment, remediation, reinforcement, or exploration.
The age of K12 learners has the added benefit of engaging learner using technology they have grown up with, and interact with on a daily basis. There is an inherent familiarity, and comfort level, through which they view the games as a non-threatening vehicle.
Finally, GBL allows for the design of extremely colourful graphic environments which strongly appeal to younger demographics.
This makes sense because GBL is an excellent vehicle for serving individual student needs, as games can be used for differentiation, collaborative skill development, enrichment, remediation, reinforcement, or exploration.
The age of K12 learners has the added benefit of engaging learner using technology they have grown up with, and interact with on a daily basis. There is an inherent familiarity, and comfort level, through which they view the games as a non-threatening vehicle.
Finally, GBL allows for the design of extremely colourful graphic environments which strongly appeal to younger demographics.
On average, a well-designed game improves learning by between 7 and 40 percent over a lecture, effectively erasing the difference between failing students and those working at a “B” grade level. (Mayo, 2009)
Emerging Trends
The Top 3 emerging trends driving the global K-12 GBL market are:
1 - Emergence of visual technologies like AR and VR
AR and VR can be aligned with curriculum to enhance the educational experience of students through more immersive learning environments.
AR and VR can be aligned with curriculum to enhance the educational experience of students through more immersive learning environments.
Examples:
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2 - The Internet of Things (IoT) and Wearable Devices
Digital highlighters, wireless interactive boards, and dry-erase whiteboard paint allow for “smart” classrooms, making GBL integration easier.
Digital highlighters, wireless interactive boards, and dry-erase whiteboard paint allow for “smart” classrooms, making GBL integration easier.
Example:
A student can connect to a chip attached to a plant in a botanical garden or an animal in a zoological park by using a tablet and learn more about its features. |
3 - Personalized and Adaptive Learning
GBL can allow students can modify learning patterns by adjusting difficulty levels, which can result in increased confidence and strengthened grasp of concepts.More information about this
GBL can allow students can modify learning patterns by adjusting difficulty levels, which can result in increased confidence and strengthened grasp of concepts.More information about this
More information about Adaptive Learning Technologies (ALT) can be found at this excellent ALT OER by ETEC 522 students.
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Page Author: Scott Skanes