The above image is from The Handbook of Digital Games and Simulations in Teacher Education. I love the example listed above because it applies to all learning. We could re-write it to fit all situations: To learn, you must make an effort. Your learning is based on 1. current content 2. prior knowledge about that content 3. prediction about the future of that content 4. the contents rules and your reactions to it, and 5. the feedback from your last effort. You are free to learn in a new way that may not be expected, just to see what will happen. FAIL! It is ok to fail! In fact, that is how you LEARN! Gameification can make learning much more interactive. Gameification also give INSTANT feedback to the learner. For me, this is the most important aspect in learning. Learners do not need to wait until a paper is graded to know if they have failed or succeeded. Gaming & and Gamification are ways to make learning more like games. It takes regular content and integrates gaming design and mechanics to motivate and teach the learner. Researchers noticed that gamers:
Researchers noticed that the "gamer" attributes were the same skills and qualities we are looking for in our students. So researchers and curriculum developers are working on making education more gamified to encourage these skills in our students. Students at my school play iRead, STmath, Sumdog math, Fastt Math and various games in each classroom. Students enjoy the badging in iRead. As a student completes various levels, it adds to their "backpack". STmath has no spoken or written language at all. It is a great math game that uses visuals only to help student solve math problems. Outside of school, many elementary students are playing Minecraft, Plant vs. Zombies, Animal Jam and Sim City. My daughter is 7. Together we play Lego Star Wars and Lego Harry Potter. I am torn about the amount of games she should play. I love reading about the positives of game play. It has definitely made me less hesitant. My main issue is time. She has ballet, gymnastics and piano lessons....and homework and legos and playing outside. How do we fit it all in? What do we give up? Gamification is not just for students. Big industries are noticing the effects of gamification. Hybrid cars show you how your driving makes a plant grow, to visually show you the most fuel efficient speeds to drive. The military and airlines use gamified simulations to train employees. Games have been created to help people solve real world problems like water conservation & oil shortages. Empire college is even using a gamified simulation to help student teachers practice classroom management strategies. Gamification make sense to me. Games are fun. We can get lost in them and spend hours focusing, failing, overcoming, collecting rewards and learning. The reality is that some things in life are not fun, but we need to know/do them. If gamifiying can make some content more fun, more engaging..why not try it. I am ready to try it to...could someone please gamify housework...or laundry. I am all in.
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Becky AlbertazziAcademic Specialist Archives |