Definition
Challenge-based learning offers a call to action that inherently requires learners to make something happen. In a serious game context learners often work in teams in a digital game-based platform to research their topic, brainstorm strategies and solutions that are both credible and realistic in light of time and resources, and then develop and execute a solution that addresses the challenge in ways both they themselves and others can see and measure. Teams often compete with each other for high scoring solutions, recognition, and rewards. For example, a business might offer an “X-Prize” for a solution needed for driverless cars. Challenge-based learning can thus be seen as a way to incentivize crowd-sourced ideation and solutions.
Introduction
The term challenge-based learning arose in the USA early in the twenty-first...
References
Gibson, D., Grasso, S.: The global challenge: save the world on your way to college. Learn. Lead. Technol. 5191, 12–16 (2007)
Gibson, D., Aldrich, C., Prensky, M.: In: Gibson, D., Aldrich, C., Prensky, M. (eds.) Games and Simulations in Online Learning: Research and Development Frameworks. Information Science Publishing, Hershey (2007)
Gibson, D., Knezek, G., Mergendoller, J., Garcia, P., Redmond, P., Spector, J.M., Tillman, D.: Performance assessment of 21st century teaching and learning: insights into the future. In: Koehler, M., Mishra, P. (eds.) Proceedings of Society for Information Technology & Teacher Education International Conference 2011, pp. 1839–1843. AACE, Cheaspeake (2011)
Gibson, D., Irving, L., Scott, K.: Technology-enabled challenge-based learning in a global context. In: Collaborative Learning in a Global World, p. 450 (forthcoming, 2018a)
Gibson, D., Irving, L., Seifert, T.: Assessing personal learning in online collaborative problem solving. In: Collaborative Learning in a Global World, p. 450 (forthcoming, 2018b)
Grummon, P.T.H.: Trends in higher education. Plan. High. Educ. 12, 122 (2010). https://doi.org/10.2307/1974977
Harris, D., Nolte, P.: Global Challenge Award: External Evaluation Year 1 2006–2007. Vermont Institutes Evaluation Center, Montpelier (2007)
Jenkins, H., Purushotma, R., Clinton, K., Weigel, M., Robison, A.: Confronting the challenges of participatory culture: media education for the 21st century. In: New Media Literacies Project. MIT, Cambridge, MA (2006). Retrieved from http://mitpress.mit.edu/sites/default/files/titles/free_download/9780262513623_Confronting_the_Challenges.pdf
Johnson, L., Smith, R., Smythe, J., Varon, R.: Challenge-Based Learning: An Approach for our Time. The New Media Consortium, Austin (2009). Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED505102&site=ehost-live
Johnson, L., Adams, S., Apple: Challenge based learning: the report from the implementation project. Media (forthcoming, 2018)
Passalacqua, F., Pianzola, F.: Defining transmedia narrative: problems and questions. Dialogue with Mary-Laure Ryan. Enthymema. (2011). https://doi.org/10.13130/2037-2426/1188
Roselli, R., Brophy, S.: Effectiveness of challenge-based instruction in biomechanics. J. Eng. Educ. 95(4), 311 (2006). Retrieved from http://findarticles.com/p/articles/mi_qa3886/is_200610/ai_n16810356
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this entry
Cite this entry
Gibson, D., Irving, L., Scott, K. (2018). Challenge-Based Learning in a Serious Global Game. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_115-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_115-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Living Reference Computer SciencesReference Module Computer Science and Engineering