Gaming in Education (gamification: Gamification is the use of game mechanics and game design techniques in non-game contexts.)is a topic that jumps out to me. Being in an online classroom it is important to find multiple ways to encourage my students to continue working when I am not there to guide them. I have found that students who can engage in an educational games are more excited to practice. I can't help but think that anything that encourages a student to practice something has got to be great!
There are certain aspects about an educational game that need to be present in order for it to be affective. "Achievement principle -Students advance based on their mastery of new skills." The actual gaming portion offers rewards like badges, scores and timed challenges. These help to make drill-and-practice work more appealing. "Discovery principle There are opportunity for the learner to experiment and make discoveries.""Affinity group principle: a group that is bonded primarily through shared endeavors." (Innovating Pedagogy 2013)
According to Stanford.edu students learn through play when they are younger. After they enter school this should be no different. Games "it turns out... are hard...games are an obvious terrain in which to set minds free and let them wander around, interacting with whatever or whomever they encounter.
(
Stanford.edu)
There is even a push for students to create their own video games. "This challenge, started in 2010, was created in response to the White House’s push towards STEM (Science, Technology, Engineering and Math)
Here are the winners" (
Read write)
More and more attention is being brought to the idea of gamification that it is being advertised as a revolutionary topic. To the point where Gamification.com advertises "Addictive User Experiences" for more than just the educational aspect. (
Gamification)
Forbes talks about the idea of Gamification and things to consider while using this technique in any environment. "Do Not Confuse Activity with Success " (
Forbes) This is an important concept to keep in mind. Students might be engaging in the activity but not benefiting from it for a variety of reasons. Monitoring your students for success is still necessary.
In conclusion, games get students excited. Anything that can help to do that is a wonderful tool to help supplement your teaching.
Games and gaming sites that can be used-
- Game- Minecraft.
- Dr Kawashima’s Brain Training and Junior Brain
- Trainer for the Nintendo DS.
- IXL
- Mathscore.com
- I-ready
- Study Island
- Funbrain.com
Resources:
http://news.stanford.edu/news/2013/march/games-education-tool-030113.html
http://readwrite.com/2013/08/29/why-video-games-are-the-changing-face-of-education#awesm=~oidMfsCY146LZK
http://www.gamification.co/
http://www.forbes.com/sites/gartnergroup/2013/01/21/the-gamification-of-business/