STEAM Video Game Design

Using a STEAM setting to Gamify a Class- John Beese

What is STEAM?

STEAM is an educational setting where students learn and complete projects through problem based learning. STEAM stands for Science, Technology, Engineering, Arts, and Math. Students will engage in learning events within these subject areas.

John Maeda explains in his article that STEAM is a continuation of a well know teaching method called STEM. He continues to explain that the addition of Art and Design creates an opportunity for our country to sustain its role as innovators in the educational industry.

What is Gamification/ Video Game Design?

Gamification of a classroom takes the theories of games such as Experience Points(XP) and levels of video games and incorporates them into our classrooms. By completing different assignments and working as a class students are continuously reaching for greater success instead of attempting to maintain a good grade.

Vickie Davis explains in an article on how important and beneficial this type of learning environment is. She explains in a unique way that we are continuing to teaching our students with an Industrial education model when we need to be looking at a 21st century model. In addition, she runs through the major points on how gamification of the classroom can benefit students in many ways and the steps teachers need to take to help them achieve this educational setting.
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... and you want me to combine both of these into one classroom??!!

In a way... YES!

In the Webinar that I attended, which can be found below, students shared their experience about creating their own game during a STEAM period of the day. The instructor helped the students by creating an environment where team work was necessary, a framework for the students to work in, goals for each group to achieve and challenging content that the students described as "Hard Fun".

Melvin Greer does an excellent job compiling resources that describe how to bring a STEAM/STEM model into Gamification and the other way around. He also has a source that can basically explain every benefit to gamification in the educational world and how it applies to STEAM.