This curated list of resources was created to help you decide if gaming in education is important to implement within your school or classroom. I included articles, research and resources to help someone get started with incorporating gamification and game based learning into their curriculum. Please feel free to recommend any resources you feel will be beneficial.
Thank you! Game-Based Learning: What it is, Why it Works, and Where it's Going. Education is not the filling of a pail, but the lighting of a fire.
The quote that stood out to me from this article is: "We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process." I couldn't agree with this more. Games help motivate our students to learn, along with many other real-world, PBL lessons. I believe games in education is another tool we can use to enhance our lessons. I do not believe that it is the answer to all student learning problems, but I do believe that when properly integrated, games can help all learners succeed. The key to success is the theory behind the game implemented. Why are you using it and how can it enhance learning. – psmeyers
Gaming in Education: Gamification? – The Edublogger. My most popular posts for TheEdublogger (arguably THE most popular posts ;P ) have been centered on the use of games and gaming within the education system.
Since I’ve covered a few of the big players in the video game industry, and how they have adapted to support educational methods, I thought I would have a look at ways you can integrate gaming into your classroom WITHOUT the aid of a video game. Ladies and gentlemen, may I introduce today’s special guest, Gamification. What is Gamification Gamification is, granted, a controversial topic.
Ctl4.4 p20 9 taking learning to the next level. Is "making a game out of learning" bad for learning? In MIT’s Education Arcade, classic game consoles line the office corridor, rafters are strung with holiday lights, and inflatable, stuffed and papier-maché creatures lurk around every corner.
When I stopped by recently, the Arcade’s director, Eric Klopfer, and creative director, Scot Osterweil, talked enthusiastically about the surging interest in educational video games, now used by nearly three quarters of America’s grade-school teachers, according to one survey. But these optimistic, play-loving game gurus have come to despise the biggest buzzword in their field: gamification. According to Osterweil and Klopfer, both MIT professors, gamification too often means “making a game out of learning,” in which players win points, magical powers or some other reward for practicing math, spelling or another school subject. Klopfer and Osterweil argue that the best educational games capture what’s already fun about learning and make that central to the game. Game Based Learning: Is It Effective Classroom Instruction?
Game based learning is one method among many that will enhance the classroom learning environment by increasing motivation, increasing opportunities to develop a decision making process that forces analyzing and implementing solutions, and will allow these skills to transfer to other aspects of life.
This article gave me a wonderful definition of game-based learning vs. gamification. I was unclear of the difference before reading this. I do believe that both avenues can aid in motivating a student to learn. If implemented properly and for educational sake, it can help develop problem solving skills and critical thinking. I would love to try Minecraft in my school. It sounds like I would be meeting my students on their turf. – psmeyers
Game based teaching and learning can be quite effective if understood what it is and how it can be implemented to enhance instruction and learning.
Games are not the end-all be-all answer to the problems in education, but they can dramatically change the classroom if infused into the classroom culture properly. What Game Based Learning Can Do for Student Achievement. If I had written this article two years ago, it would have been very different.
Back then, I would have made (or felt like I had to make) a compelling case for why we should even consider the idea of incorporating video games into classroom instruction. Back then, I would have expected most readers to incredulously click to the next article. But today, Game-Based Learning (GBL) and Gamification are gaining some real traction in the teaching community. At the recent OETC conference, the organizers dedicated an entire wing of the convention center to the subject, and educators weren’t shy about their interest. When I presented on the subject at Common Ground 14, I had the dreaded “last-presentation-of-the-day” spot, but I was very pleased at the turnout and interest. Before we go any further, let’s get one thing straight: Gamification vs.
Gamification vs. 6 Basic Benefits Of Game-Based Learning. There seems to be a perception that online gaming has a detrimental impact on children’s development.
The skills developed would be at teacher's dream come true. The key is determining what educational value does the game has. Each game must be evaluated for what the learner needs. How will it enhance learning? Food for thought! – psmeyers
Nothing could be further from the truth, and there are countless–and complex–reasons for this, but it also makes sense at the basic benefits of game-based learning.
Of course children should not spend every single second of the day staring at a computer screen. Nevertheless, education and online gaming certainly aren’t enemies either. Are Video Games the Future of Education? Game developers all over the country are working to align some educational games to Common Core State Standards, while educators and video game makers are seeing benefits in using games in a classroom context, despite concerns from administrators.
This could be the golden age of educational video games. Gamification and Game Based Learning: The Future of Education. Shawn Young, a Canadian high school teacher and creator of “Classcraft,” argues that it is possible to transform a classroom with gameplay using basic technology.
In the program he created for his own physics classroom (and has so far sold to 3,500 other teachers in 75 countries), students take on the roles of warriors, healers or mages. 8 Principles Of Gamified Learning - 8 Principles Of Gamified Learning by Jonathan Cassie As our society continues to evolve in response to the rapid changes brought on by universally accessible mass technology, the act of teaching (and the experience of learning) has been under significant pressure to adapt.
Since the turn of the century, a number of approaches have been offered by scholars and practitioners to answer this challenge. One of them that I feel strongly is an essential part of the educator’s toolbox is gamified instruction. Simply put, Industrial-age instructional techniques leave many Information-age students in the dust.
In my book, Level Up Your Classroom, I develop eight research-informed principles that support gamified instruction as an approach to teaching and learning. The Why’s and How’s of Gamifying Your Classroom. Three years ago I flipped my high school math classes, but wasn’t satisfied.
Having heard about mastery-based learning, I wanted to move my classes in that direction. But I could not figure out how to make that step work for me; I wanted to make this move fun and exciting, get away from old and boring. Enter gamification. Gamify your classroom and empower students. 10 Specific Ideas To Gamify Your Classroom - 10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today’s classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. The Ultimate Guide to Gamifying Your Classroom. No one wants to been seen as the stuffy teacher stuck in the past who lectures from the front of the classroom and doesn’t seem to care about student engagement.
Students today are tech savvy and have wandering minds. They are able to process information coming at them from several channels at a time—walking, talking, and texting. Changing up how you deliver classroom content can keep kids’ attention, draw on their strengths, engage them as lifelong learners, and be amazingly fun. NJEA REVIEW June 2015: GAMIFY YOUR CLASSROOM. Games in Education: Teacher Takeaways. This August I attended the Games in Education Symposium, a free, two-day event held in upstate New York. Co-presented by 1st Playable Productions, it focused on practical implementations of game-based learning for K-12 teaching. Much of what I learned there has made its way into my lesson planning for this current school year. Game design professor and Multiplayer Classroom author Lee Sheldon gave the first day's keynote address. He spoke about what teachers should look for in learning games.
To a teacher, the marketplace can be bewildering. Project-Based Learning and Gamification: Two Great Tastes That Go Great Together. Times of flux should signal the A-OK for some experimentation in schools. My own school, for instance, is encouraging more PBL. In my room, we've got my advocacy unit on superheroes. Meanwhile, a fundraiser is launching in a sixth-grade room, a seventh-grade science class is doing a national parks tie-in to the upcoming Rose Bowl Parade theme, and a living museum is underway in some history teachers' rooms. The other big PBL experiment is one that will hopefully create a universal academic experience for many students. Making Games: The Ultimate Project-Based Learning. Part 6 of MindShift’s Guide to Games and Learning. As game-based learning increases in popularity, it’s easy to get pigeon-holed into one particular way of thinking about it or one way of employing it. This is true regardless of how teachers feel about gaming in the classroom, whether they’re for or against it.
One common objection to game-based learning is that students will sit in front of screens being taught at. Sure, games are interactive, but on some level, don’t they still just replace the sage on the stage with the sage on the screen? Game Over: Gamification Mistakes To Avoid.
This article clearly helps a teacher avoid common mistakes that can happen when you gamify your classroom. I appreciated how their were possible remedies to the mistakes that can come about. – psmeyers
Game-Based Learning: Resource Roundup. 8 Do’s and Don’ts for Using Games in the Classroom. Whether you’re playing a whole class game, small group game, or individual game, games in the classroom provide great learning opportunities for students. Exploding Myths About Learning Through Gaming : NPR Ed.
Great quote by Greg Toppo, "One of the big challenges school has always had is the tension: We want kids to learn a lot, and we want them to like school. Those have always been in conflict with one another. What got me really interested in this world — and I've been reporting on education for more than a decade — is that it speaks the language of both sides, it scratches everyone's itch." Learning and liking school is not always an easy task. I do believe that games have their place in education. If students are motivated, they will learn. If they like what they are doing, that's the icing on the cake. Great interview. – psmeyers
Gamification Of Learning: 3 Things We Learn From Pokémon GO - eLearning Industry. Since the launch of Pokémon GO last July, I’ve read numerous blog posts explaining how the sudden popularity of the mobile game was a proof that gamification actually works. Framework for Meaningful Gamifications. Lee Hammer AEQ 2011. Seaborn Gamification in theory and action 2014. GAME01. Eh203mg. Icp. During the last couple of years, gamification    has been a trending topic and a subject to much hype as a means of supporting user engagement and enhancing positive patterns in service use, such as increasing user activity, social interaction, or quality and productivity of actions . These desired use patterns are considered to emerge as a result of positive, intrinsically motivating , “gameful”, experiences  brought about by game/motivational affordances implemented into a service.
As a result, gamification is touted as a next generation method for marketing and customer engagement in popular discussion (e.g. ). For instance, Gartner  estimates that over 50% of organizations managing innovation processes will gamify aspects of their business by 2015.