Game-Based Learning


   by  rledda82 

Technology continues to be a part of everyday classrooms. As educators prepare students for life outside the classroom, keeping up with the latest technology trends and innovations is essential to nurturing 21st Century learners. A trend I feel is one of the most influential in changing the structure of the traditional classroom is game-based learning.

Let’s face it, we live in a digital society and a large number of children in our schools spend an incredible amount of time playing video games or are on their electronic devices. This has led to a need for constant stimulation. As a result, teachers are continuously trying to keep students engaged in their classroom. One way to do this is through game-based learning. Incorporating game-based learning into the classroom can help increase student engagement, activate key 21st Century skills, and improve learning outcomes (Institute of Play, 2017). Through games students are constantly questioning, evaluating, and making predictions.

Jessica Trybus (Trybus, 2014) states:
Within an effective game-based learning environment, we work toward a goal, choosing actions and experiencing the consequences of those actions along the way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and practice the right way to do things. This keeps us highly engaged in practicing behaviors and thought processes that we can easily transfer from the simulated environment to real life.
Air Force photo by Michele Eaton

Fortunately, there is an abundant amount of apps, online games, and other electronic tools to choose from. Creatively connecting these games back to the curriculum and learning outcomes is essential.

Do you think students learn important skills and concepts playing computer games? As an educator, how would you use game-based learning into your class? Finally, what do you anticipate to be some of the challenges integrating game-based learning into the classroom.


Sources: 
Institute of Play. (2017). Game-Like Learning Principles. Retrieved June 17, 2017, from https://www.instituteofplay.org/gll-principles

Trybus, J. (2014). Game-Based Learning: What it is, Why it Works, and Where it's Going. Retrieved June 17, 2017, from New Media Institute: http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html


Comments

  1. I like GBL and I think it can be effective when used properly. Students love to play games and it can easily transition over into the classroom. There are a lot of skills to be learned when using GBL, such as teamwork, strategy, observation skills, decision making, and connections to the curriculum.

    I would use games to make curriculum connections, and enhance their understanding of the material. In Science, my students usually understand a concept better when they can see it and interact with it.

    When you are going to use a game you have to be thoughtful and make sure it is has connections to the material and is going to enhance the learning. I think a lot of times teachers add a game to make the learning more fun and interactive but it doesn't necessarily add anything to the lesson. I have struggled in the past to find games that are appropriate and meaningful, especially at the middle school level. I think there are a lot of games for the younger age set and they cover a large variety of topics.

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  2. You mention some great skills to be learned from using GBL - "teamwork, strategy, observation skills, decision making". I believe these are all crucial skills for life outside the classroom.

    Regarding connecting games to the material and lesson, sometimes I look for games that compliment the lesson. For instance in Kindergarten they play a 'roll the dice game' where they have to add the dice and color the picture that matches. I have found an online game called 'roll the dice' where it is almost the same thing, but you are 'playing against' another character. Although it may not enhance the lesson per se, it is an electronic format for what they currently do and as you said, some 'students usually understand a concept better when they can see it and interact with it.'

    What kind of sites have you found useful for science GBL? I'd like to share with my 6th grade teacher who covers science.

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    1. I think replacing the dice game with a digital one is completely fine. I more have an issue when it is kind of a filler activity and does nothing to really benefit the students.

      Phet has some great simulations not so much a game, they are mostly geared to older grades. I've used them to help solidify a concept.

      When we were studying bridges and engineering they played a bridge building game on cool math. It was more geared to an elementary level, but it was helpful because they had to have the right supports on their bridge or they couldn't get the cargo across.

      I find physics to have better options for GBL.....Physicsgames.net hs some good ones. With anything it takes some research to find a good site.

      My students like anything that has competition!

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    2. Students definitely like competition with GBL. Would you believe they even compete during typing. I have to remind them, 'it's not a race, everyone types at their own pace.' I have never heard of Phet or Physicsgames.net, I will have to check them out. Thanks.

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  3. I am torn between the idea of GBL. Unfortunately, I think in this new age of technology, there is potential for students to learn through gaming. However, I also feel that there are children that are overstimulated with the constant use of technology.

    I have used some games in my classroom. Now that we have Ready Gen, Investigations, and Science all online, I will assign the games that come with our curriculum so that the students can practice skills like phonics. Our math series has online games for students to practice math facts and science has them so students can practice the key concepts of the lessons.

    One of the challenges I come across is that I use those games as reinforcement to a lesson or a study guide for an upcoming quiz but, some students just think of it as "play" time and don't really pay attention to the purpose of the game. Another challenge is that my earlier finishers know that they can go and practice the vocabulary or math facts if they finished their class work but then that causes others to want to hurry and finish and they become careless with their work.

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    1. You hit the nail right on the head.......gaming for a purpose. I think it is very easy to forget why they are playing the game. That's why I think you need to be selective when using games so that the students are clear on the purpose. So much of their lives revolve around technology, sometimes it's nice to have them unplug and play a game the old fashion way!

      As for you early finishers, maybe if you change the time that they are able to use the online games they wouldn't rush through their work. What if everyone got to go on the games at the last 8-10 minutes and your early finishers got an alternative assignment that was not so enticing.....therefore they'd be less likely to rush.

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    2. Erin, I like your idea for the early finishers. I'll have to try that next week! Thanks!

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    4. Alicia, I think it is great that the curriculum has an online piece to it. When I was at a different district we did have the time on math with the book and the other half on the computer. I think this really broke the math time up nicely. However, I too see some students rush so they can have "play" time as you mention. If my students finish an assignment early, I usually allow 'free choice', on District learning sites like Tumblebooks, BrainPop, or Discovery. The younger grades usually like BrainPop Jr. or WorldBook.

      Have you noticed any increase or change in score on the quizzes when giving kids the GBL study guide you mentioned?

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