Imagine a classroom with students, each one on the computer
playing games. At first glance, it does
not sound like a positive scenario. How
can they be learning when they are playing video games? Gamification is a strategy used in classrooms
to promote learning by encouraging a certain response. It also endorses competition, and students
can track their own progress. Another
form of learning is game based which promotes critical and strategic thinking.
The tactics continues to gain momentum every year as students continue to adapt
to technology. These teaching games are
designed to teach students particular subjects and skills. Even so, there are debates regarding the
usage of games in the classroom and how they influence a student’s behavior.
The concept of having students play games in the classroom
is to engage them by motivating learning.
Kids love to play games so why not combine the two elements and create a
blended learning experience. By using
this technology, students become enthusiastic about learning. Game base learning in the classroom can be
useful because it simulates real life experiences that students can apply to
their everyday lives. It is also
collaborative learning because students teach each other tricks and strategies
that help them succeed. They are
motivated to excel by winning, but does this create the impression of winners
and losers?
There are some benefits associated with playing video games
according to recent article by APA (American Psychological Associates) entitled,
“The Benefits of Playing Video Games” by authors Isabela Granic, Adam Lobel,
and Rutger C. M. E. Engels. According to
the article, after reviewing some of the video games in the market, they
identified four types of positive impact that video games have on the kids who
play them: cognitive, motivational, emotional, and social. Games promote cognitive skills which improve
attention, focus, and reaction time.
Students are motivated and encourage as they develop a sense of
accomplishment of work well done. They also
improve their metacognitive skills by identifying problem areas and practice to
enhance their skills. It all depends on
the game and how it is implemented. Games should be used to enrich learning in the
classroom but have their limitations.
Let’s be clear that not everybody is onboard about these
concepts. Teachers are responsible in
teaching students not computer games. At
the end of the day, students are impacted by how they interacted socially with
their peers and how well a lesson was implemented. So, no matter what our expectations are for
today’s game based approaches, they are having an impact on today’s teaching and
no doubt will continue in the future.
References:
McConnell, C. R., Brue, S. L., & Flynn, S. M. (2012).
Microeconomics: principles, problems, and policies (19th ed.). New York:
McGraw-Hill/Irwin.
Shapiro, Jordan . "KQED Public Media for Northern
CA." KQED Public Media. N.p., 13 June 2014. Web. 28 Sept. 2014.
<http://www.kqed.org>.
Great summary about some of the issues surrounding gaming and gamification - but how do you feel about the issue? Now that you have explored the concept a bit more, you likely have an opinion or leaning towards one view or the other. Would you use them in your future classroom? Researching the pros and cons of any issue help us to clarify our thinking about them - ultimately, you will make a decision in your day-to-day lesson planning (even not making a decision becomes one!).
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