"A survey of grade school educators on using games in the classroom was recently released by the Games and Learning Publishing Council (funded by the Bill and Melinda Gates Foundation). While this survey isn’t directly applicable to those of us working in higher education, the adoption and success of games methods in K-12 will impact responses to those approaches when we try them in our classes with those students years later."
It's often been a criticism of many attempts to make MMORPG computer games educational, that when that happens the fun goes. I have to say that it is often the case, but I think Power Up is an exception.
Power up is an educational computer game based around the concept of helping students to understand the need for clean energy. It takes the scenario of a planet ( set in the future) which needs rescuing.
Game Design and Instructional Design, is one a subset of the other? Clearly, gamification has appeal to educators seeking engagement. It all comes down to what we learn (if anything) from playing the game! ~ Dennis
In many ways, education somewhat resembles a game (Lee & Hammer, 2011). A game can be thought of as a highly structured system designed with specific rules, goals, and challenges. Successful games are fun – they motivate players to engage in the task at hand, from collecting coins and saving princesses (gotta love Mario Bros.) to storming battle fields in multiplayer combat scenarios (the Modern Warfare series comes to mind). At a deeper level, games activate a very primal response; they tap into the learning and behavior processes of the brain. People becomes so completely engaged in gameplay precisely because they are challenged; they must acquire and master new skills if they wish to advance to higher levels of complexity. If a task is too challenging it will lead to anxiety; if it is too easy it will lead to boredom. That perfect balance between the two is termed flow – that state in which a person is fully immersed in the experience (Csikszentmihalyi, 1990).
Many teachers have added ‘digital literacy’ as number four on the list of literacies their students should have (or be working towards, in most cases). Reading, writing, and math are now followed by digital literacy. Obviously, depending on the grade level you teach, your students will have different abilities in each of the four areas, …
We then conducted an online focus group of classroom practitioners, and also interviewed executives from companies and organizations that develop educational games and simulations. We found that for implementation of EduGames to be successful, there are three sequential steps or phases that need effective deployment.
More teachers are using digital games in the classroom, and they're using them more frequently, according to a new teacher survey just released by the Joan Ganz Cooney Center. But more surprisingly, the study reveals that teachers are finding that one of the most impactful use of games is for motivating and rewarding students, specifically those who are low-performing.
"The gaming trend is gaining more and more ground within the educational landscape. Online games are being integrated into students learning strategies and while they are not a game changer, they do seem to have a promising potential in education. As Dr Jackie argued , the use of games for educational purposes have undergone three main phases and in each phase games have been repurposed in such a way as to align with the ethos of that phase. In education 1.0, online games which are nothing else but electronic worksheets were played in one unidirectional way and there was only way correct way for players to win ; in education 2.0 commercial games have made it into the educational scene and teachers and students started using them, examples of these games include: SIMs, World of Warcraft, Portal. However, in education 3.0, learners are not only using these commercial games in unique ways but they are also using several platforms to create their own games."
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