Abstract
In recent years designing a game for education has become very popular. Neuroscience has developed many theories of learning, based on how brain learns. We discuss a design approach for conventional teaching methods. The proposed approach illustrates the opportunities to exploit the concept of neuroscience and combine it with game for educational purpose. The pedagogies based on neuroscience and psychology have been adapted in teaching very well and the same is expected to work well with Game Based Learning (GBL).
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Prensky, M.: Engage me or enrage me. Educ. Rev. 40(5), 61–64 (2005)
Scientists, F.: Harnessing the Power of Video Games for Learning. Summit on Educational Games (2006)
Gee, J.P.: What video games have to teach us about learning and literacy. Comput. Entertain. (CIE) 1(1), 20 (2003)
Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)
De Aguilera, M., Mendiz, A.: Video games and education: (education in the face of a “parallel school”). Comput. Entertain. (CIE) 1(1) (2003)
Tang, S., Hanneghan, M., El Rhalibi, A.: Introduction to games-based learning. In: Games Based Learning Advancements for Multi-Sensory Human Computer Interfaces, pp. 1–17. IGI Global, New York (2009)
Jenkins, H., Klopfer, E., Squire, K., Tan, P.: Entering the education arcade. Comput. Entertain. (CIE) 1(1), 8 (2003)
Michael, D.R., Chen, S.L.: Serious Games: Games That Educate, Train, and Inform. Muska & Lipman/Premier-Trade, Boston (2005)
Hunicke, R., LeBlanc M., and Zubek R.: MDA: a formal approach to game design and game research. In: Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4. (2004)
Fullerton, T.: Game Design Workshop: A Playcentric Approach to Creating Innovative Games. CRC Press, New York (2014)
Hendel, R., Oughton, K., Pickthorn, T., Schilling, M., Versiglia, G.: The Neuroscience of Learning: A New Paradigm for Corporate Education (2011)
Zull, J.E.: The art of changing the brain. Enriching Teaching by Exploring the Biology of Learning, pp. 14–29. Stylus Publishing, LLC, Sterling (2002)
Hebb, D.O.: The Organization of Behavior: A Neuropsychological Theory. Psychology Press, New York (2002)
Lieberman, M.D., Eisenberger, N.I.: The pains and pleasures of social life: a social cognitive neuroscience approach. Neuro-Leadersh. J. 1, 1–9 (2008)
Howard-Jones, P., Ott, M., Van Leeuwen, T., De Smedt, B.: Neuroscience and Technology Enhanced Learning. FutureLab, Bristol (2010)
Dillenbourg, P.: What do you mean by collaborative learning. Collab.-Learn. Cogn. Comput. Approach. 1, 1–15 (1999)
Gokhale, A.A.: Collaborative learning enhances critical thinking. J. Technol. Educ. 7 (1995)
LeDoux, J.E.: Emotion circuits in the brain. Annu. Rev. Neurosci. 23, 155–184 (2000)
Goleman, D.: Emotional Intelligence: Why It Can Matter More Than IQ. Bantam, New York (1995)
Cytowic, R.E.: The Neurological Side of Neuropsychology. MIT Press, Cambridge (1996)
Wolfe, P.: Revisiting effective teaching. Educ. Leaders. 56(3), 61–64 (1998)
Baddeley, A., Hitch, G.J.: Working memory. Scholarpedia 5(2), 3015 (2010)
Mayer, R.: Multimedia learning. Psychol. Learn. Motiv. 41, 85–139 (2002)
Kim, R.S., Seitz, A.R.: Shams. L.: Benefits of stimulus congruency for multisensory facilitation of visual learning. PLoS One 31, e1532 (2008)
McCartney, M.: Game on for pokémon go. BMJ 354, i4306 (2016)
Serino, M., Cordrey, K., McLaughlin, L., Milanaik, R.L.: Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Curr. Opin. Pediatr. 28(5), 673–677 (2016)
Missura, O., dynamic difficulty adjustment. Dissertation, Bonn, Rheinische Friedrich-Wilhelms-Universität Bonn (2015)
Bellotti, F., Kapralos, B., Lee, K., Moreno-Ger, P., Berta, R.: Assessment in and of serious games: an overview. Adv. Hum.-Comput. Interact. 2013, 1 (2013)
Plotnikov, A., Stakheika, N., De Gloria, A., Schatten, C., Bellotti, F., Berta, R., Fiorini, C., Ansovini, F.: Exploiting real-time EEG analysis for assessing flow in games. In: 2012 IEEE 12th International Conference on Advanced Learning Technologies, IEEE (2012)
Berta, R., Bellotti, F., De Gloria, A., Pranantha, D., Schatten, C.: Electroencephalogram and physiological signal analysis for assessing flow in games. IEEE Trans. Comput. Intell. AI Games 5(2), 164–175 (2013)
Ninaus, M., Kober, S.E., Friedrich, E.V., Dunwell, I., De Freitas, S., Arnab, S., Ott, M., Kravcik, M., Lim, T., Louchart, S., Bellotti, F.: Neurophysiological methods for monitoring brain activity in serious games and virtual environments: a review. Int. J. Technol. Enhanc. Learn. 6(1), 78–103 (2014)
Howard-Jones, P., Holmes, W., Demetriou, S., Jones, C., Tanimoto, E., Morgan, O., Perkins, D., Davies, N.: Neuroeducational research in the design and use of a learning technology. Learn. Media Technol. 40(2), 227–246 (2015)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing AG
About this paper
Cite this paper
Bajaj, N., Bellotti, F., Berta, R., De Gloria, A. (2016). A Neuroscience Based Approach to Game Based Learning Design. In: Bottino, R., Jeuring, J., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2016. Lecture Notes in Computer Science(), vol 10056. Springer, Cham. https://doi.org/10.1007/978-3-319-50182-6_41
Download citation
DOI: https://doi.org/10.1007/978-3-319-50182-6_41
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-50181-9
Online ISBN: 978-3-319-50182-6
eBook Packages: Computer ScienceComputer Science (R0)