Game-based Courses
Designing interactive courses around award-winning video games with educational value.
Description
Games, designed specifically for education purposes and otherwise, on their own, may not be able to achieve key learning objectives. However, if games are supported with courses designed around specific learning objectives, the possibility for learning is limitless. Games-based courses much like traditional courses can be broken down to create moments of reflection, assessments and collaboration, which can meet diverse learning objectives. Thse courses were created with UNESCO MGIEP's team of experts around some of the most popular commerical games.
These courses are delivered through UNESCO MGIEP's learning platform - framerspace.com. We also conducted a study with students from India and the UAE (n = 201) to study the effects of one of the courses on participants' knowledge of migration and social-emotional competencies. Increased effects of intervention were obtained for both knowledge and social emotional learning in both UAE and India.
Resources
News and Updates
Blog: How we created a game-based course on Migration and Refugees
For UNESCO MGIEP on Oct 29, 2019.
Blog: How we created a game-based course on Gender and Society
For UNESCO MGIEP on May 29, 2019.
Workshops: Four Workshops for Teachers and Students on Co-Creating Learning Environments
Designed and facilitated with UNESCO MGIEP in June 2019.
Workshops: A Five-Day Games Bar at the 40th UNESCO General Conference
Designed and facilitated with UNESCO MGIEP and UNESCO HQ in Nov 2019.
Panel: "Gamestorming Curricula" discussing the Creation of Game-Based Courses
Delivered at the TECH Conference by UNESCO MGIEP in 2019 in Vizag.
Funding and Support
Team Members
- Robin Sharma — Project Coordinator, UNESCO MGIEP
- Vigensh Mukund — Program Officer, UNESCO MGIEP
- Mahima Bhalla — Program Officer, UNESCO MGIEP
- Devesh Kumar — Program Officer, UNESCO MGIEP
- Anurati Srivastava — Program Officer, UNESCO MGIEP
- Akash Kumar Saini — Program Officer, UNESCO MGIEP
- Mayank Sharma — Program Officer, UNESCO MGIEP
- Nandini Chatterjee Singh — National Program Officer, UNESCO MGIEP
Publications and Presentations
- Mukund, V., Sharma, M., Srivastva, A., Sharma, R., Farber, M., & Singh, N. C. (2022). Effects of a digital game-based course in building adolescents’ knowledge and social-emotional competencies. Games For Health. https://doi.org/10.1089/g4h.2021.0138
- Sharma, R., Farber, M., & Singh, N. C. (2020). Gamestorming Curricula [Plenary Panel]. Games For Change Virtual Festival, New York, USA. https://youtu.be/F_ADaJXLpD8 https://g4c2020.sched.com/speaker/robin_sharma.212poavq
- Sharma, R. (2019). World Rescue: Decision Making towards Sustainability. 7th International Educational Games Competition, Odense, Denmark.
- Sharma, R., & Bhalla, M. (2019). Florence: Perspectives and Patterns [Medium.com]. MGIEP Games For Learning. https://medium.com/unesco-mgiep-games-for-learning/florence-perspectives-patterns-793da87a2481
- Sharma, R., & Bhalla, M. (2019). Bury Me My Love: A Game-Based Course on Identity in Crisis [Medium.com]. MGIEP Games For Learning. https://medium.com/unesco-mgiep-games-for-learning/bury-me-my-love-a-game-based-course-on-identity-in-crisis-4f275b624107
- Sharma, R., Srivastava, A., Saini, A. K., Pathak, A., Mukund, V., & Kumar, D. (2019). Gamestorming Curricula [Plenary Panel]. UNESCO MGIEP Transforming Education Conference for Humanity (TECH), Visakhapatnam, India. https://mgiep.unesco.org/tech-2019-catalytic-sessions