During the last years a fair amount of attention has been given to the role of games in teaching and learning. Games are understood to appeal to new generations of learners, and as challenging traditional ways of schooling. However, research in the use of games in the classroom is new, and we still lack experience in using different forms of ICT-based and ICT-supported games in schools and educational contexts.
The research project Serious Games on a Global Market Place (2007-2011) attempts to address the current need for more theoretically and empirically based knowledge about game based learning in a global context. The project explores the potential for game-based learning in a variety of locations such as schools and homes by uniting the experiences of game developers, educationalists and researchers. In the project researchers explore, build and implement prototypes of learning games and games for promoting play in collaboration with companies, using their products and experience to develop knowledge about game challenges, design, and assessment. The aim of the project is twofold: it is to create and develop learning games for a global market. And it is to explore the conditions for and contexts in which game-based learning can emerge and develop as an educational practice.
The project consists of three interrelated sub-projects that focus on respectively language learning (primarily English as foreign language), history and social studies and exertainment (i.e. physical play and learning).
Games and language learning: This project studies the potential of games in language learning, both in and out of school. The project’s focus is a game based for English language learning targeted at primary school children www.mingoville.com. The platform consists of two learning zones: a Mingoville School that offers comprehensive lessons in English spelling, vocabulary acquisition and pronunciation as well as a Mingoville Virtual World, developed in 2009, in which children can chat and play games together, using the vocabulary they have learned in the Mingoville School. Preliminary findings indicate that Mingoville can be used in a number of different ways in and out of schools, but that teachers are sometimes reluctant to use game based teaching in class, as teachers are sometimes insecure about their role in game based teaching.
Global Conflicts for history and social studies: This part of the project focuses on the use of games for encouraging thoughts, discussions and involvement about central issues in social studies, citizenship education and history. Through the games www.globalconflicts.eu, learners experience and navigate in global conflicts in for instance Palestine and Latin America, where the user, cast in the role of a journalist, has to decide and argue for what should be done. The research related to the Global Conflicts games focuses on increasing our understanding of a number of challenges related to making game-based learning a more natural part of the teacher’s tool box. Therefore, research and innovation focuses on developing a game didactics based on different teacher roles.
Ambient playware and exertainment: This project aims to identify and explore the possibilities afforded by pervasive computing and mobile technologies to develop games that can stimulate children and youths to engage in physical play and learning. The project assesses physical play and learning and how to utilize pervasive and mobile technology to develop new types of play and learning products. The specific focus is on studies in pervasive gaming and play cultures, in order to obtain practical knowledge about the creation and maintenance of playful experiences among users, which previous research has shown to be a critical aspect of exertainment products.