Gamification & Game-Based Learning
in education
Game-based learning can employ existing games but is frequently synonymous with gamification. In many instances, GBL references online games, and frequently speaks to MMOGs/MMORPGs (massive multiplayer online games / massive multiplayer online role-playing games).
Regardless of the approach, the use of games in the classroom is meant to supplement and reinforce learning - the acquisition of skills, not just facts.
It's not a matter of one approach being "good" and one being "bad". You can use either, but it needs to match the expected outcomes of instruction and learning. Use of games should be purposeful.
In order for a game to be educational, it is imperative that the learners be required to learn in order to score and win the game. What makes a good learning game?
Good video games, the human mind, & good learning
Elements of gamification
- Challenge is constant.
- Everything is interconnected.
- Failure is reframed as iteration.
- Learning happens by doing - learners are active (producers), not passive (consumers).
- Feedback is immediate and ongoing.
- Everyone is a participant.
- It feels like play.
Tools for Gamification
Edmodo https://www.edmodo.com
Class Badges http://classbadges.com/
PicMonkey http://www.picmonkey.com/
(Free site to help you make badges)
Examples of Gamification
https://sites.google.com/a/sagacitylearning.com/sagacitylearning/home
https://www.youtube.com/watch?v=4qlYGX0H6Ec Gamification in a high school AP Biology class (interesting comments about reading)
http://edutech4teachers.edublogs.org/2014/08/08/edtech-bingo/ Edtech Bingo (How could you use this example to let students take charge of their own learning?)
http://www.mrdaley.com/ Mr. Daley homepage
Presenters
Kristi Starr kstarr@lubbockisd.org