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Game-Based Learning: What it is, Why it Works, and Where it's Going

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. –William Butler Yeats Introduction Deconstruct the fun in any good game, and it becomes clear that what makes it enjoyable is the built-in learning process. To progress in a game is to learn; when we are actively engaged with a game, our minds are experiencing the pleasure of grappling with (and coming to understand) a new system. This is true whether the game is considered “entertainment” (e.g., World of Warcraft) or “serious” (e.g., an FAA-approved flight simulator). The implications of delivering game experiences for education and training are enormous. Because of good game design, more than 11 million subscribers spend an average of 23 hours per week immersed in World of Warcraft. What is Effective Game-based Learning, and Why Does it Work? When education or training feels dull, we are not being engaged and motivated. Game-based Learning vs. Fig. 1: Comparison of Traditional Training, Hands-on, and Game-based Learning

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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. 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. 10 Strategies To Make Learning Feel More Like A Game - 10 Strategies To Make Learning Feel More Like A Game by TeachThought Staff We’ve talked about gamification quite a bit, which is different than game-based learning, if you’ll recall. (The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. You can read more if you’d like.) Making your classroom work like a game may not be feasible.

Educational entertainment Educational entertainment (also referred to by the portmanteau "edutainment", which is education + entertainment[1]) is any entertainment content that is designed to educate as well as to entertain. Content with a high degree of both educational and entertainment value is known as edutainment. There also exists content that is primarily educational but has incidental entertainment value. Finally, there is content that is mostly entertaining but can be seen to have some educational value. History[edit] It can be argued that educational entertainment has existed for millennia in the form of parables and fables that promoted social change.

PBL and STEAM Education: A Natural Fit Both project-based learning and STEAM education (science, technology, engineering, art and math) are growing rapidly in our schools. Some schools are doing STEAM, some are doing PBL, and some are leveraging the strengths of both to do STEAM PBL. With a push for deeper learning, teaching and assessment of 21st-century skills, both PBL and STEAM help schools target rigorous learning and problem solving. Gamification Champions Create Big Wins on Campus In organizational change theory, “champions” are individuals who push an organization past its comfort zone into new, rewarding territory. These are the people with a knack for gently bringing along the doubters and the naysayers, accomplishing this feat with diplomacy, positivity and skillful problem-solving. Faced with the challenge, “We don’t know how,” champions say, “We’ll figure it out.” An opportunity exists for college IT champions to help educators embrace gamification. Proponents of gamification, which initially flourished in K–12, say it offers just as many benefits for college students.

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.

How Games Naturally Promote A Growth Mindset How Games Naturally Promote A Growth Mindset by Mary Wissinger Let’s face it: our students are playing games. Lots of them. What is ALEKS? Assessment and LEarning in Knowledge Spaces is a Web-based, artificially intelligent assessment and learning system. ALEKS uses adaptive questioning to quickly and accurately determine exactly what a student knows and doesn't know in a course. ALEKS then instructs the student on the topics she is most ready to learn. As a student works through a course, ALEKS periodically reassesses the student to ensure that topics learned are also retained. Using Games for Assessment Using games for assessment is about more than tracking points. The past five years have seen a lot of growth in the digital games and assessment field, developing data collection engines that use sophisticated tools to measure student learning and provide teachers with targeted feedback (see GlassLab, for example). But one of the most common misconceptions we have run across is that all good learning games must assess learners within the game. The truth is that assessment happens around a game more often than it happens inside the game, and teachers must still design and provide authentic, useful assessment tasks for students. These assessment tasks shouldn’t be seen as "extra work" for the teacher. They offer valuable ways to unlock the instructional power of games and support a student-centered learning environment.

We Didn’t Know What We Didn’t Know: Flipped Learning 3.0 – Flipped Learning Global Initiative By Jon Bergmann and Errol St.Clair Smith Pop Quiz: Most educators know about the Socratic method. True or false?

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. by psmeyers Oct 4

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