How Mobile Games Improve Outcomes and Delight Learners
Session Abstract
This hands-on session explores game-based learning through both discussion and live participation in a game. Designed for both practitioners and program administrators, it will explore how to use evidence-based and highly engaging learning games to improve learning outcomes, delight users, increase program results and and reach more learners cost-effectively.
Target Audience
The session is designed for both practitioners and program administrators whose students seek foundation skills, including English language and literacy skills, whether in formal or informal educational settings. For practitioners, the session will explore how to use an evidence-based and highly engaging learning game to enhance instruction and create time on task, both in and outside of the classroom. For program administrators, the session will explore how a learning game can be a cost-effective tool for increasing retention and completion by current students, reaching more learners with the same budget, and meeting WIOA and similar reporting requirements.
Session Description
It has been estimated that there are 36 million “low skilled” adults yet only 4.1 million receive services annually. Even those fortunate enough to get into a program are not assured of success. Retention is a critical issue, with over 37% dropping out. For those who do persist, only 42% of them advance to the next skill level. Research reveals that adults enrolled in adult basic education classes are not sufficiently exposed to mobile technology. Not only can these technologies be used to improve adult education programs, they also represent an emerging technological literacy that is increasingly determining in future success.
This session will introduce an evidence-based and engaging mobile game platform, developed by an MIT-led R&D center, that delivers educational content and delights learners. This session will provide an overview of the features of the program and discuss the underlying principles of the approach. Participants will have the opportunity to participate in an online ESL game and discuss the advantages and shortcomings of this instructional model.
The session will also explore how mobile technology is a cost-effective means for increasing retention, improving outcomes and reaching more learners within constrained budgets.