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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 & GAMINGGamificationGames in Education

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.”

Gamification’s future lies in being invisible | Tech/Gadgets Donald Farmer, vice-president of innovation and design at Qlik, a business intelligence and visualisation software company. — DNA picKUALA LUMPUR, Dec 31 — Donald Farmer would definitely like to see more startups in Asia Pacific focusing on gamification. “There are a few, but the platforms are not yet good or complete enough to really make a breakthrough in the market. “I believe that gamification needs local understanding of both social and business cultures, so local platforms are needed too,” said the vice-president of innovation and design at Qlik, a business intelligence and visualisation software company. Farmer was sharing his thoughts with Digital News Asia (DNA) via email on the topic of gamification and the increasing adoption of its concepts in the workplace. Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase their contributions. Pitfalls of gamification Getting into the ‘flow’

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. They work together as teams, and gain or lose powers through their classroom behaviors, reaping real-life benefits, such as permission to eat in class, and consequences like detention. “Classcraft” requires only a single laptop and a projector; a basic version is available for free, and a premium version sells for $1 per student. Although the education market can be difficult to break into, Young says, “Classcraft” helps address “human problems” that concern educators, such as suspensions, fights and truancy. “In education, we have a distribution problem,” Cannon-Bowers says.

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?

Gamification in Education and Business ​Presents a concrete guideline for implementation and a strong theoretical basis to properly implement gamification technology Includes chapters covering the “dark side” of gamification and how to solve problems with implemented systems Offers case studies that demonstrate applied gamification; covering pitfalls and guidelines to successful implement a project​ This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Content Level » Research Show all authors Hide authors

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. 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. Gamified instruction is not game-based learning (GBL). One of the most popular board games of the past year is called Machi Koro. Imagine trying to teach the Salem Witchcraft Crisis to middle school students. Indeed, the teacher might first have students play with cards that accelerate the crisis and learn how hysteria develops.

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

Video Games for the Mind 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. The Arcade, part of MIT’s Scheller Teacher Education Program, partners with schools, gaming companies and nonprofits to make educational video games. “If somebody comes to me and says, ‘I want to make math fun,’ I don’t want to work with that person,” said Osterweil, “because they don’t think math is already fun.” “Maybe they love solving puzzles with math or experimenting with science,” said Klopfer.

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