Even today, many professionals find it difficult to apply the knowledge acquired in the training they receive within their organizations to their daily work. This is often due to the fact that the training methodologies employed do not take into account the need for an effective relationship between theory and practice.
Different experts in education innovation have studied and, in some cases, developed various aspects of what we call game-based learning, or learning through video games. Here is a selection of ten of them, which can serve as a basic reference for anyone who wishes to get involved with this method, and also wants to better understand its application.
He is a professor at the IE Business School, a public speaker, and a great ambassador for using gamification, primarily through his podcast Professor Game. In 2021, he participated in Gamelearn’s online event ‘Serious Games, Serious Impact‘, where he provided insight into his main thoughts and concerns about resources that facilitate the important work of instructional designers.
A professor, writer, and specialist in educational technology. He has written six best-selling books, including The Gamification of Learning and Instruction (2012). Karl Kapp travels around the world explaining the advantages of game-based learning through lectures and workshops and also participated in the 2021 English edition of the ‘Serious Games, Serious Impact’ event.
A Taiwanese-American entrepreneur, author, public speaker, and consultant. He has made a name for himself in game-based learning as one of the pioneers in the development of the method. He has taken part in TED conferences and presented at Stanford University and at companies such as Google, Tesla, Lego, and Uber, among others.
Yu-kai Chou is the creator of the Octalysis Framework, a design platform based on gamification and gamified mentoring to transmit his knowledge and experience in behavioral sciences. In this interview with Gamelearn, he tells us more.
The CEO and co-founder of Gamelearn, where he has been a vital part in the design of all training video games developed by the company. After a career working with international companies and his experience in Jabary Consulting, dedicated to management skills training, he focused on serious games with the creation of Gamelearn in 2007. It has become a pioneer in the development of video games for corporate training and a global reference in game-based learning applied to corporate environments.
The CEO of Enterprise Gamification Consultancy LLC consulting group focused on innovation and gamification. He was responsible for the gamification initiative at SAP Labs, where he worked for 15 years and, in 2013, co-founded the Innovation Center Europe Silicon Valley (ICESV), which directly connects European companies to Silicon Valley.
An internationally renowned game designer and author who uses technology, particularly video games, to channel positive attitudes in students. She has penned two New York Times bestsellers: Reality is Broken: Why Games Make Us Better and How They Can Change the World y SuperBetter: The Power of Living Gamefully. In 2010, Oprah Winfrey listed her as one of the 20 most influential women. A year earlier, Jane McGonigal suffered a concussion that changed her life and caused her to create her game, Jane the Concussion Slayer to help treat concussions and other disorders such as anxiety.
Director of the Serious Play Conference which embodies her passion for the use of play as an educational tool. The conferences at this event offer a variety of sessions on the use of serious games in different markets and fields, with a special focus on academic and corporate sectors. Thanks to Sue Bohle and her communication skills, trainers in the health sector, non-profit organizations, and companies of all kinds feel more supported in the integration of serious games in their training strategies.
An associate professor of educational technology at the University of Colorado and founder of the Gaming SEL Lab. During his research, he has focused on game-based learning and social and emotional learning. He’s also done research into the creation of games that can promote empathy and ethical decision-making. Farber has been a guest at the White House and is a frequent contributor to UNESCO MGIEP and Games for Change.
Founder of Growth Engineering, one of the largest providers of educational software in the world. She’s an advocate for the implementation of gamification in the workplace and is an expert in student engagement, with significant results among several of her clients and partners.
Amy Jo Kim and Scott Kim are training game designers and founders of the Game Thinking Academy. They’ve recently worked with prestigious brands such as Disney and have created educational games for ABCMouse.com. Scott Kim holds a Ph.D. in Computer Philosophy and Graphic Design. Amy Jo Kim has worked on the video game The Sims and for eBay and Netflix.