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Transfer of Learning in Analogue, Digital and Hybrid Games

Publication Date published: February 2025

Date published: February 2025

Authors: Lukosch, H.K., Freese, M.
Publication: Transferring Gaming and Simulation Experience to the Real World (Translational Systems Sciences)

Summary: This chapter summarises and discusses approaches from game and learning sciences, to clearly show how transfer can be facilitated in different forms of gameplay.

Link: https://doi.org/10.1007/978-981-96-2755-4_5(external link)

Abstract:
Games are meaningful tools for learning. The most natural way of learning seems to be through play. Research shows that games can positively affect motivation and engagement. Many studies also show that games are effective learning means, positively influencing retention and knowledge development. Learning happens during play, and in related reflection phases, usually called debriefing. Reflection enables players to transfer what has been experienced during gameplay to the real world and, thus, to experience so-called ‘aha’ moments. Games can foster learning by doing, which may be beneficial for certain topics and groups of learners. This chapter summarises and discusses approaches from game and learning sciences, to clearly show how transfer can be facilitated in different forms of gameplay. Research shows that there are differences in learning between analogue, digital and hybrid games, which is why this chapter will discuss the opportunities and pitfalls of different learning transfer approaches. We use examples to highlight the different ways of transfer support and end with recommendations for game designers and users.

Heide Lukosch compressed

Heide Lukosch Social Scientist

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