Reflection 9: Gamification and Game-Based Learning

This week my EdTech Class had Heidi James come into our virtual classroom to discuss gaming in education. We started the discussion by discussing our own experience with gaming in education. The class often had experiences in primary where the focus was often focused on speed in typing. Many of the games that me and my peers discussed had a common thread of games being timed and how for us as elementary students at the time that caused some stress and discomfort for us.

When thinking about using gaming elements in education, we must think about why this may be valuable and why it is beneficial for students. Much of this begins with student engagement but involves more as you move forward as pedagogy  in incorporated. The motivation and digital literacy are undeniable for the benefits students gain, but these both lead to increase interest in the pedagogy involved in the framework of the game. 

Further games can be a great way of adding inclusion into your practice as it may allow certain elements of pedagogy to be accessible that would not necessarily be without the available technology.

By incorporating gaming into the classroom, it can also allow for a change in the power dynamic. The teacher and students are able to work together in a collaborative way. 

Gamification

In this design approach, games can be in various forms to conduct different activities. This form does not necessarily have to be a tech based approach. This can include games that incorporate group competition, point systems, timed flashcards, badge systems, bingo type games and randomization. 

Game-Based Learning

In game-based learning, the games used in classrooms can be a tool to create a  learning experience in a multitude of ways. Minecraft EDU is a great example of game-based learning. In our guest lecture , the diverse ways that Minecraft can be used was explored.

  • Science and Technology
      • Geology
      • Chemistry
      • Design Technology
      • Limited Resources and Resource Use 
      • Energy 
      • Ecosystems
  • Language Arts
      • Story Telling
      • World Building
  • Social Studies
    • Homesteading/ Settlers 
    • Ancient Civilization 
    • Navigation 
    • Community 
    • Government 
  • Math
    • Perimeter
    • Area
    • Volume
    • Measurement  
    • Architecture 
  • Art
    • Portraits 
    • Sculptures
    • Pixel art 
    • Art Recreation

Assessment

Assessment could be conducted through creating co-created criteria to create a rubric for presentations. Student reflections and observation would be very valuable for this form of project. Collaboration is also a fantastic way of incorporating dynamic learning when a server is available to do so. When students are able to build one project together, the cooperation and enrichment that occurs allows for learning far greater than when students are working on their own on a project through minecraft. Assessment can be presented in the form of a student presentation / walkthrough as well as a multitude of other forms.

For my EdTech Inquiry I will be collaborating with Spend Time With Ty, where we will explore some other gaming programs and applications that can be used in Education and further identify some of the pro’s and con’s of incorporating gaming into the classroom.

Feature Image by Ali Yılmaz on Unsplash

One Reply to “Reflection 9: Gamification and Game-Based Learning”

  1. Thanks for including a comment on inclusion, Kate. While tech can be fun and engaging for some it is essential for others – so important to remember as future teachers!

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