A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student.
Guest post by Jane Wolff.
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.
‘Cognitive’ benefits include the development of problem-solving skills. Players must complete progressively complicated sequences of actions which may cover areas such as physics, maths, languages or spatial awareness. Successful completion of levels lead to the reward of more and more difficult levels, providing constant motivation to strive harder and constantly develop skills. This is perhaps the most obvious of the benefits, but the next two may be of equal, perhaps greater importance.
Gamification can, according to Lee, be a powerful tool in addressing the child’s ‘emotional’ needs. Games have the unusual ability to turn positive emotional experiences into positive ones. Simply put, in order to achieve success in games, failure must be experienced several times first. In a formal teaching environment, the negative emotions felt during initial failure would be far more extreme, and difficult to turn around into something positive. Not so in games. The failure is expected – inevitable even, which detracts from the feeling of despondency. When the success follows, as the level is eventually completed, the student’s previous feelings of negativity have been entirely eclipsed by the satisfaction of having finished the level.
The ‘social’ benefits of gamification may not be immediately apparent, since gaming has a rather unfair image of being an antisocial activity as games are often played alone. This does not mean that social skills are being compromised however. Lee argues that in the player assuming new in-game personas, they are exploring many aspects of their own personalities. Psychologists have long hailed the importance of sociodramatic play, where children assume different identities in a play environment. Games can achieve a similar effect, through inventing new characters for children to ‘be’ with different powers, strengths and personalities. By this same principle, children who cannot settle into a school environment can use a school-based gamified environment to assume the role of a student. Since Nasir & Saxe (1993) claimed that students are more likely to succeed if they have a ‘strong, school-based identity’, this could be one of the most subtle, but powerful benefits of gamification.
Lee does pertinently point out that gamification may not be suitable in all learning environments, and must be implemented according to a solid educational model, grounded in research. When used correctly however, it can be an effective educational tool, helping to provide a positive learning experience, even where learning difficulties exist.
Jane Wolff writes on behalf of Sopris Learning, developers of learning resources for children & schools. Sopris Learning offers many tools & resources including a math curriculum & a reading fluency assessment.
Related Posts (if the above topic is of interest, you might want to check these out):
7 Free Online Educational Game Sites (Help Kids Keep School Skills Sharp During Summer)
5 Fun Free iPad Math Game Apps
8 Great TED Talks About The Future Of Education And Teaching
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[…] 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. […]
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[…] A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student…. […]
[…] A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student. […]
[…] A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student. […]
[…] A recent research paper sheds light on several ways in which educational games can facilitate the learning experience and benefit the student. Guest post by […]
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
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Hello Jane:
I thoroughly enjoyed your article and found it intellectually stimulating and thought-provoking. It helped to inspire my writing today and is mentioned in my post that will be out on Monday morning:
Why Students Can Benefit from Playing Games in College
http://www.onlinecollegecourses.com/2012/06/18/why-students-can-benefit-from-playing-games-in-college/
Dr. J
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.
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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!
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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.
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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.
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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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