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Game-Based Learning: Disruptive Approaches to Education, Learning, Training...
Mon, 17 Apr 2017, 09:00 – Wed, 19 Apr 2017, 16:30 BST
Game-based Learning (GBL) emerged on the academic and enterprise scene in the late 1990s. GBL encompasses fun, engagement, serious learning, and interactive entertainment. Game-Based Learning is often considered a disruptive learning approach and is founded upon two key premises that are emerging within the fields of education, learning, training and development (LTD): Learning engagement is being transformed by significant changes in education and training; and Generation X, Y, and Z have grown up with critical and deep computer and video games experience.
- CONTEXT: Acquire a hands-on context for positioning gamification, serious gaming, and simulations within the learning framework associated with your enterprise, public sector institution, non-profit organization, or institution of higher education. Games will get you hooked on new forms of learning.
- INSIGHTS: Develop insight into why game-based learning has become so relevant to educating and engaging Gen, X, Gen Y, and Gen Z— Millennials in emerging customer arenas, knowledge-based workplaces, and the classrooms. Games can provide a safe zone for graceful failure, feedback, and rethinking scenarios.
- EXPERIENTIAL LEARNING: Experience useful exemplar games and simulations for team building, leadership, communications, and entrepreneurship/intrepreneurship. Serious games are an extraordinary method for retaining learning.
- DIY (DO IT YOURSELF): Experience the goal of building your own games and testing them with other like-minded “serious gamers.” Gaming favours soft skills development and learning.
This training is suitable for thought leaders who need to interact and build relationships with Gen X, Gen, Y, and Gen Z—Millennials:
- business managers,
- training and development professionals,
- project managers and team leads,
- senior instructional designers,
- human resources directors and trainers,
- entrepreneurs/intrepreneurs, and
- higher education instructors, administration, and staff.
The participants will experience gamification in the “raw.” Principles, processes, methods, approaches, and techniques will be conveyed in a structured fashion to participants for their potential re-use. Serious gaming can be relevant to hard skills development, (such as accounting, finance, and operations); but the audience will be exposed initially to soft skills development in this workshop.
Included in the course fee, all games, game pieces, timers, boards, etc. will be provided by the facilitator. The facilitator will provide basic foundational material for game theory and design, game elements, game aesthetics, and game mechanic.
Upon completion, learners will receive a metal medallion, certificate, and digital badges that may be displayed upon their personal/corporate website.
Dr. Michael J. D. Sutton
Chief Gamification & Knowledge Officer