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Published on: December 16, 2010
Game-Based Learning in Neuroscience: Key Terminology, Literature Survey, and How To Guide to Create a Serious Game
Sarah L Edwards1, Eric Gantwerker1, Michael Cosimini1
1From the Emergency Department (S.L.E.), University Hospitals of Nottingham NHS Trust, United Kingdom; Department of Otolaryngology-Head and Neck Surgery (E.G.), Donald and Barbara Zucker School of Medicine at Hofstra/Northwell, New York, NY; Oregon Health and Science University (M.C.); Providence Health and Services (A.L.C.), Providence-St. Vincent Pediatric Specialty Clinic, Portland, OR; University of North Carolina (A.W.K.), Chapel Hill; Department of Neurology (A.K.H.), Medical College of Wisconsin, Milwaukee; Division of Anatomical Sciences (M.L.S.), Department of Anatomy and Cell Biology, McGill University, Montreal, Quebec, Canada; and @zach_london (Z.L.).
Abstract:
Game-based learning (GBL) has emerged as a promising approach to engage students and promote deep learning in a variety of educational settings. Neurology and neuroscience are complex fields that require an understanding of intricate neural structures and their functional roles. GBL can support the acquisition and application of such knowledge. In this article, we give an overview of the current state of GBL in neuroscience education. First, we review the language of gaming, establishing conceptual definitions for game elements, gamification, serious games, and GBL. Second, we discuss a literature review of games in the educational literature for adult learners involved in neuroscience. Third, we review available games intended for neuroscience education. Finally, we share tips for educators interested in developing their own educational games. By leveraging the unique features of games, including interactivity, feedback, and immersive experiences, educators and learners can engage with complex neuroscience concepts in a fun, engaging, and effective way.
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