background preloader

6 Basic Benefits Of Game-Based Learning

6 Basic Benefits Of Game-Based Learning
There seems to be a perception that online gaming has a detrimental impact on children’s development. 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. In fact, playing online games may be something which can enhance a child’s learning and development. 1. Games often revolve around the utilization of memorization This not only relates to games whereby children have to remember aspects in order to solve the game, memorize critical sequences, or track narrative elements. 2. This is something which is very important because we live in a world which is dominated by technology. 3. Most games require children to think quickly. 4. 5. 6. Related:  GAMES & GAMING

How Minecraft Can Be Used To Create A Video Game Minecraft is not only a standalone video game that creates a digital sandbox for players to play, create, design, and publish thinking, but it also can be used for a different purpose entirely–to create other video games. How is this possible? A few facts to clarify: 1. Minecraft is a video game. 2. 3. 4. The video below also includes four other examples of what can be done with Minecraft, including a television (that seems to work), Connect 4, and an interesting experiment in scale. 3 Steps To Creating A Game With Minecraft Creating a video game with it, then, is as simple as creating the rules to any other “game”: 1. 2. 3. The possibilities for using minecraft in learning are staggering really, perhaps only stunted by the perception of it as “just a game.”

Video Games & the Future of Learning By Jan L. Plass, with Melissa Biles, Jonathan Frye & Tsu-Ting Huang Digital games have become an integral part of the daily lives of millions of individuals, and are increasingly recognized for their potential as environments for supporting learning. In fact, with their vast popularity and singular ability to engage young people, digital games have been hailed as tools that may enable a new paradigm for education. Because of this great potential, as described at the recent NYU Teaching with Technology Conference, Courant computer scientist Ken Perlin and I have joined with colleagues from six other universities to explore their educational use and to guide their creation through empirically-supported design patterns. With support from Microsoft Research, we formed the Games for Learning Institute (G4LI), where we study games for learning, develop design patterns, build game prototypes, and test them in a variety of learning settings. Jan L.

Game-Based Learning? 30 Non-Violent Video Games That Don't Suck One person’s mushroom stomper is another’s person’s fungus murderer. So it may not be absolutely correct to say that every single one of these games is entirely free from any matter of violence whatsoever. In fact, in Braid, you can indeed “die” falling on spikes. But for the most part, they are indeed non-violent games, and certainly nothing approach the reality of many modern “shooters.” Violence is a matter of degrees if not interpretation. Truth be told, most non-violent games aren’t fun. But there are exceptions, and that list is growing. Whether for game-based learning, or simply for fun to play, any of these games represents an impressive design achievement, and is definitely worth a play. 30 Non-Violent Video Games For Game-Based Learning That Don’t Suck 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. Game-Based Learning?

Exactly How To Teach With Video Games In The Classroom The idea of teaching with video games is an exciting concept leading to a challenging practice. Right off the bat the topic is a bit polarizing, the whimsical connotation of “games” juxtaposing harshly with the rigorous tones of classical academia. But past that, there is the larger issue of practical integration. Even if you’re soundly convinced about their merit and place in learning, how can you consistently integrate them in the classroom? As much as any other theme, the 21st century classroom is about diversity–infinite possible pathways between content and students, resulting in self-directed learning as much as data-driven “teaching.” But you’ve probably heard the rhetoric before. Technology in the Classroom Integrating technology in the classroom is a multi-faceted affair that can seem overwhelming. There is the matter of instruction—what is the teacher’s role? And assessment? Exactly How To Teach With Video Games In The Classroom: 10 Specific And Practical Ways 1. 2. 3. 4. 5. 6.

How Game-Based And Traditional Learning Are Different There are several big movements underway that are worthy of debate and possible consideration as we look to help education become the 21st century, user-centered, on-demand, engaging, technology-centric activity that it has not been for much of its existence. Game-based learning (GBL), or gamification, is one of the models that commonly gets touted as a cure-all for the problems with education because of the popularity of gaming in our society (New Media Institute). While there are problems with the gamification movement as it currently stands, the model has several areas in which it differs sufficiently from traditional education to make it an intriguing possibility. Authenticity This is one of the most interesting and controversial areas where GBL can separate itself from what we see in the traditional classroom. Games have the potential to allow students to do exactly that. Student Engagement The hidden agenda of games and play is to teach. Creativity and Innovative Thinking

The Importance of Play | Association for Library Service to Children As part of the partnership with LEGO® DUPLO®, ALSC is committed to examining the role of play in early literacy. Among the resources you will find here are programming ideas, a librarian toolkit, and a white paper that addresses the importance of play in the lives of young children. We hope that you will use these resources in your library to promote the critical aspect of play. White Paper This white paper, written for the Association for Library Service to Children by Sue McCleaf Nespeca, was adopted by ALSC's Board of Directors on September 10, 2012. Librarian Toolkit Play draws children in for a richer learning experience. Constructive Play at Libraries Ashburn Library, Ashburn, Virginia. Boise Public Library, Library! Lego Club Lesson Plan : Building Bridges Summary of Program: A Library! On a white board the following was written for parents: Playing with blocks is a great way to encourage brain development! Lego Club Rules: 1. Brooklyn Public Library, Brooklyn, New York. Materials:

The Difference Between Gamification And Game-Based Learning The Difference Between Gamification And Game-Based Learning Gamification and game-based learning are each buzzwords (and buzzphrases) in education. Each can offer your classroom something, but many mistake one for the other. Can you tell the difference? The Definition Of Gamification The definition of gamification is the application of game-like mechanics to non-game entities to encourage a specific behavior. What It’s Not Gamification is not game-based learning, nor does it require students to play games, with toys, use electronics. When Does It Make Sense To Use? To encourage a specific response or behaviorTo increase the visibility and perceived importance of otherwise “minor” and less visible actionsTo promote competition; to engage studentsTo help students track their own progress Examples Leaderboards (e.g., Class Valedictorian), badges, trophies, points systems, XP, “unlocking” certain content via mastery of preceding content. Letter grades are a kind of gamification. Learn what? 1. 2.

Game-based Learning Is Playing for Keeps FETC 2013 | Feature Game-based Learning Is Playing for Keeps The Institute of Play's Katie Salen helps educators understand the valuable connection between digital gaming and classroom instruction. By Bridget McCrea01/23/13 There's a huge difference between playing a video game and watching someone else play a video game. Salen, the executive director of the Institute of Play, a nonprofit focused on game-based learning, says that gaming continues to make inroads in the K-12 environment despite the obstacles the movement is facing. Five years ago, for example, the theory in educational circles was that gaming would take the place of a full curriculum and/or textbook. These approaches are not new, Salen explains, pointing out that there is a long history of teachers using paper-based games in the classroom. A Passion for Play Salen's passion for digital gaming dates back more than a decade.

Free Online Jigsaw Puzzles

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! by psmeyers Oct 4

Related: