Game-based learning: special edition of the ETS journal

February 5, 2014 Tony Bates

Forge FX's Heifer Village: Nepal

Forge FX’s Heifer Village: Nepal

Bellotti, F. et al. (2014) Guest editorial: Game-based learning for 21st century transferable skills: Challenges and Opportunities Educational Technology and Society, Vol. 17, No. 1

The Journal of Educational Technology and Society has a special issue on ‘Game-based learning for 21st century transferable skills: Challenges and Opportunities.

This special issue focuses on analysing how digital SGs [serious games] can contribute to the knowledge society’s higher demand towards acquiring transferable, transversal skills, that can be applied in different contexts, dealing with various scientific disciplines and subjects. Examples of such skills, often referred to as 21st century transferable skills, include, for example, collaboration, critical thinking, creative thinking, problem solving, reasoning abilities, learning to learn, decision taking, digital literacy (Voogt & Pareja Roblin, 2010).

Five papers have been selected covering the following topics:

  • a study that identifies a relationship between learning outcomes and physiological measurements of mental workload,
  • an evidence model for assessing persistence
  • two studies on pedagogical models …developed to support the effective use of serious games in formal education settings
  • an empirical investigation aimed at examining the interplay between learners’ motivation, engagement, and complex problem-solving outcomes in game-based learning
  • a large case-study of four formal education programs exploiting serious games based on multiuser virtual environments.

There is also a large number of papers on other topics in this edition. The focus is mainly on the k-12 sector, but the papers on serious games also have implications and potential for post-secondary education.

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