57 COMMENTS

  1. […] The current trend towards the increased use of games and game mechanics in instructional situations could probably have been foreseen quite some time ago. Stretching right back to the primitive gaming technology of the ZX Spectrum in the early 80′s, kids were hooked. As a wider variety and higher quality of educational games have been produced, it is really no surprise that educationists have gravitated towards further use of them as tools in the learning environment. Is this necessarily a positive development, however? A recent article on the subject makes for interesting reading. In 2011, Joey J. Lee, Ph.D and Jessica Hammer, an Assistant Professor and Graduate Fellow from Teachers College Columbia University in New York, published this paper on the subject, entitled Gamification in Education: What, How, Why Bother? According to Lee, gamification can be applied to three different learning areas – namely, those covering ‘cognitive’, ‘emotional’ and ‘social’ needs of students.  […]

  2. Great article. Last year we trialled using Minecraft with 261 8th Grade boys. The boys had to design a sustainable city using Minecraft in teams of three. They were also provided with daily challenges. The inter-disciplinary task covered essential subject content of English, Math, Foreign Languages and Science

  3. […] The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits Ludicité – Gamification et jeux dans l'espace public socialgames4good-big_0.png (Image PNG, 4019×2541 pixels) – Redimensionnée (31%) The popularity of social networks and social games is on the rise. Millions of hours are dedicated by millions of people to competitive, emotionally rewarding ludic activities on line. Can we connect this massive effort and engagement of people with social causes and enable social gaming for good? <p style="text-align:right;color:#A8A8A8">Read more</p> […]

  4. […] The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits | Emerging Edu… From https://www.emergingedtech.com – Today, 5:12 PM A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student. […]

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  6. My son who was diagnosed as severely delayed has started on a partially game based system of learning. he is much easier to get engaged and stays engaged much longer when games are used. I look forward to advaces to come. Thanks for this forum to help understand the relevance of all this.

  7. Great article. Last year we trialled using Minecraft with 261 8th Grade boys. The boys had to design a sustainable city using Minecraft in teams of three. They were also provided with daily challenges. The inter-disciplinary task covered essential subject content of English, Math, Foreign Languages and Science. When we surveyed the boys we discovered that their creativity was unleashed and they were highly engaged. This was supported by the quality of their designs and the reports they generated. We used the flipped learning approach to provide the background information. Even the most critical teachers were won over when they witnessed 261 boys thoroughly engaged and on task for one week, and a not one teacher needed!

  8. As a parent of a 12 year old intensive gamer and a teacher, I can only imagine what a joy Gamification of school would be for my daughter. To be able to indulge in her passion while fulfilling the requirements of schools would be fantastic. I believe Lee and Hammer may well be on to a winning formula here as long as they can walk the balance between the rules of gaming and the rules of school. What a challenge, I will certainly be adding gamification into my educational repertoire.

  9. […] The Gamification of Education and Cognitive, Social and Emotional Learning Benefits EmergingEdTech 6/10/2012 This is a really interesting look at the ways that gamification can benefit education of children. By taking a look at the cognitive, emotional and social needs of students, researchers addressed the ways that gamification can be used to maximize learning in the classroom. Pin It // // /* […]

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  11. Thanks for a great read. I’ve been planning out my year next year based around the gamification of the classroom. I’m an expat teacher working in a private school, and we have a lot of difficulty motivating our students. I think that adding gaming elements like achievements, levels, and role playing will motivate these students to actively seek more knowledge and to participate more fully.

    I blog about my experiences creating this sort of classroom here : http://bit.ly/JE3XFG.

  12. Very interesting article. I’m just coming off the National Underwater Robotics Competition with a high school team that just went through a very stress induced experience that some might see as a negative one. Certainly, we did not come out of it with a physical win with trophy to record the experience, but we did grow through the event a sense of accomplishment that comes through both the competitive experience and the fulfillment of participation. For the Freshmen and new students it may have been a downer to have not accumulated more points in our endeavor. For the more experienced students who have gone through multiple competitions, this was a building event that added to their portfolio of skill building experiences. I think the key to making it a positive experience for both new students and the more experienced ones is how they formulate the memory. That’s where the coach/teacher comes into play

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