International Journal of Distance Education Technologies, 13(2), 55w73, April-June 2015 55
Motivating Game-
Based Learning Efforts
in Higher Education
Gina Moylan, Tulane University, New Orleans, LA, USA
Ann W Burgess, Boston College, Chestnut Hill, MA, USA
Charles Figley, Tulane University, New Orleans, LA, USA
Michael Bernstein, Tulane University, New Orleans, LA, USA
ABSTRACT
Though there is considerable research to support using Game-Based Learning (GBL) in higher education,
its implementation is lagging behind K-12 education by an order of magnitude. By considering the current
state ofGBLfrom leadership, primary consumer, academic and technical perspectives, the authors frame the
main issues involved with successfully implementing these efforts. These issues involve obtaining the resources
required to make mature serious games that are similar in presentation, functionality and effectiveness to the
commercial-basedproducts so widely used today, wh;/e ensuring that they are imbued with academic content
worthy of college cwTicu/a, After motivating a compelling cw:;efor GBL, despite a number of constraints and
difficulties, the authors present two higher education efforts that are designed to augment the core curriculum
for w1dergraduate and graduate level courses associated with the field ofTrauma···-afield enhanced by virtual
efforts due to its challenging subject matte1:
Keywords: Applications, Game-BasedLearning, Online Distance Higher Education, Simulations, leaching/
Learning Strategies
1. INTRODUCTION
Today's economic realities and computer-driven
culture are forcing the staid 11
111
century model
of higher education to adapt to 2 P
1
century
lifestyles and innovations. This has become
particularly evident in the last few decades
when we lookattheprogressionfrom classroom
media such as overhead and slide projection in
the 1960's, to the multiple interactive technolo·
gies and multimedia elements available-anytime,
DOl: 10.40!8/IJDET.20!5040l04
anywhere via the Internet today. The progression
of technology is transforming the traditional
one-dimensional classroom medium into one of
many possible dimensions, increasing the need
to convey and implement instruction using a
mixture of classroom and digital technologies.
This presents a challenge to administrators and
professors to embrace 21st century technologies
more fully, while simultaneously dealing with
the financial realities those technologies present.
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