6 Basic Benefits Of Game-Based Learning


by TeachThought Staff

There seems to be a perception that online gaming has a detrimental impact on children’s development. Nothing could be further from the truth, and there are countless–and complex–reasons for this, but it also makes sense at the basic benefits of game-based learning.

Of course children should not spend every single second of the day staring at a computer screen. Nevertheless, education and online gaming certainly aren’t enemies either. In fact, playing online games may be something which can enhance a child’s learning and development. How?

1. Increases A Child’s Memory Capacity

Games often revolve around the utilization of memorization  This not only relates to games whereby children have to remember aspects in order to solve the game, memorize critical sequences, or track narrative elements.

2. Computer & Simulation Fluency

This is something which is very important because we live in a world which is dominated by technology. Playing on games via the internet allows children the license to get used to how a computer works and thus it becomes second nature to them. There are websites, such as Cartoon Network games, which provide young children with fun and exciting games which also teach them to utilize the mouse and keyboard properly, not to mention browsing, username and passwords, and general internet navigation.

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Gaming in Education Holds Power for Student Learning

Three Ways to use Games in Education

Douglas Kiang, EdTechTeacher instructor and educator at Punahou School in Hawaii, views three distinct ways in which educators can leverage the power of games in their classrooms. First, teachers can use games as a way to present a controlled subset of reality.  Remember the game Oregon Trail?  Millions of school children discovered the hardships of westward expansion, learned geography, and died of dysentery along the way. However, by immersing themselves in the environment, students gained a personal experience with a historical event. The ability to control variables provides tremendous value in these simulation based games. Teachers can create immersive environments using digital tools such as Minecraft, or create a physical situation as demonstrated by Michael Matera's Athens vs Sparta live debate.

Douglas also challenges educators to leverage the power of game dynamics, even if their students do not actually play games. Great pedagogy (like great games) share a number of commonalities. Many people think of badging with gamification. As students complete tasks, they earn extrinsic rewards much like they may gain points on a test, quiz, or assignment. However, gaming also presents an opportunity for more intrinsic rewards as students engage in an opportunity that they truly care about. Within a gaming context, students decide how they can be successful and then employ those new strategies in order to master new skills. Think about the student who does not appear to persevere when struggling with math problems, but spends hours honing their soccer skills or constructing new worlds within a game.

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Financial Literacy Education in Schools by: Devin Shandler


Here is a bold yet true statement – of any subjects taught in school a financial literacy education is the subject that is most needed. All the other subjects taught will help you get paid more but only one helps you keep and grow the money you earn. Many people today that have earned their MBA’s, PhD’s and other advanced degrees are often times living paycheck to paycheck. Without a financial literacy education, people can work multiple jobs and still be unable to reach a state of financial security.Arguably, the subject we need taught the most, getting the least amount of attention. For those that believe education works, shouldn’t we be providing financial literacy education training to our youth? Money is something that impacts almost every area of our lives, and yet it is rarely taught to our children.

Educators, school administrators, parent, concerned citizens, business leaders and the youth themselves recognize the importance of learning about money. Studies show the vast majority of people feel that financial literacy education should be a requirement needed for high school students to graduate. The knowledge will serve our youth for many years to come and directly impact their relationships, emotions and health.

If you are like most, you understand the importance of providing youth a financial literacy education; now, let’s explore the steps you can take to choose effective financial literacy lesson plans.

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The Value of Gaming in Higher Education


A recent article in the Educause Review might be of interest to readers thinking about the value of gaming in the curriculum. [See also The Innovative Instructor May 13, 2014 post What is Gamification and Why Use It in Teaching?Taking Serious Games Seriously in Education by Kristen Dicerbo, July 20, 2015, examines the value that games provide: “Games can serve as a means of not just developing domain-specific knowledge and skills but also identity and values key to professional functioning. The data from games enable understanding how students approach and solve problems, as well as estimating their progress on a learning trajectory.”

DiCerbo, Principal Research Scientist at Pearson’s Center for Learning Science & Technology, notes that while educational gamification first focused on engaging students in the curriculum, it was “…found that games align themselves well with theories of learning in many other ways.” The use of games in the classroom can provide “…tighter ties to research-based learning progressions, better links to elements of professionalization, and better design for assessment.”

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Gaming to Learn


Do educational computer and video games lead to real learning gains?

Many of today's K–12 students are spending their class time — and a lot of it — exploring science and diagramming sentences with Tim and his robot friend, Moby, through the website BrainPOP. The website allows kids to watch movies, complete quizzes and play games covering hundreds of topics within math, science, social studies, English, technology, art, music and health. The website tracks each student's learning accomplishments, and teachers have access to resources such as lesson plans, webinars, video tutorials, graphic organizers, and best practices — aligned to and searchable by state standards including Common Core.

BrainPOP is just one of hundreds of educational game websites in a billion-dollar industry that is growing in popularity. Nearly 60 percent of teachers now use digital games at least weekly in teaching, with 18 percent using them daily, according to a nationwide survey of 488 K–12 teachers conducted by researchers at New York University and the University of Michigan. In addition, more than a third of teachers use games at least weekly to assess student progress or understanding of class instruction.

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US Schools Get Failing Grade For Financial Literacy Education


The number of states that require high school students to complete a course in economics has dropped over the last two years, and mandates for personal finance education in the upper grades remain stagnant, a new survey shows.

The biennial Survey of the States by the Council for Economic Education, released exclusively to CNBC.com, found 20 states currently mandate that high school students take economics — two fewer than in 2014.

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Gamification: the use of game design and mechanics to enhance non-game contexts.

We’ve seen gamification alredy in a variety of settings: completing a punch card to win a free sandwich, receiving a badge for being the first of friends to check in at a particular restaurant, or expanding our profiles on LinkedIn to bring the “completion bar” up to 100%. Gamification has even worked its way into the automotive industry with the innovative dashboard of the Ford Fusion hybrid. A high-resolution display features a rendering of vine-like leaves. Waste gas, and your vines wither. Conserve, and they blossom. The idea is to encourage brand loyalty, so how will gamification impact the education sector?

Learn how professors from Stamford, Yale, and more use gamification, class constitutions, alternative modes of assessment and more to engage their students. Register to download our free guide here.

Gamification of education

Games, in any form, increase motivation through engagement. Nowhere else is this more important than education. Nothing demonstrates a general lack of student motivation quite like the striking high school dropout rates: approximately 1.2 million students fail to graduate each year (All4Ed, 2010). At the college level, a Harvard Graduate School of Education study “Pathways to Prosperity” reports that just 56% of students complete four-year degrees within six years. It’s argued that this is due to current systemic flaws in the way we teach; schools are behind the times. Watch a single lecture on innovation trends in education, and the presenter likely notes the striking similarities of a modern-day classroom and one of centuries past. It’s been proven that gamifying other services has resulted in retention and incentive. For example, website builder DevHub saw the remarkable increase of users who finished their sites shoot from 10 percent to 80 percent. So, in theory, it should work for schools as well.

How can I gamify education in my classroom?

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6 Killer Examples Of Gamification In eLearning

Using Gamification In eLearning

Let’s first understand what gamification is and how it is different from playing games.

In one of my earlier articles on gamification, Top 6 Benefits Of Gamification In eLearning, I had highlighted both these aspects as follows:

  • Gamification is about more than just playing games (in fact, sometimes it does not involve playing games at all). It can be defined as the concept of applying game-design thinking to non game applications.
  • Wikipedia defines gamification as “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”.

What Are The Benefits Of Gamification In eLearning? 

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Fact or Fiction?: Video Games Are the Future of Education

As kids all across the U.S. head back to school, they’re being forced to spend less time in front of their favorite digital distractions. Or are they?
Video games are playing an increasing role in school curricula as teachers seek to deliver core lessons such as math and reading—not to mention new skills such as computer programming—in a format that holds their students’ interests. Some herald this gamification of education as the way of the future and a tool that allows students to take a more active role in learning as they develop the technology skills they need to succeed throughout their academic and professional careers.
Few would argue that video games can do it all in terms of education, says Scot Osterweil, a research director in Massachusetts Institute of Technology’s Comparative Media Studies program and creative director of the school’s Education Arcade initiative to explore how games can be used to promote learning. But games are a powerful learning tool when combined with other exploratory, hands-on activities and ongoing instruction from a teacher acting more as a coach than a lecturer, he adds.

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Gaming in Education: Gamification


My most popular posts for TheEdublogger (arguably THE most popular posts ;P ) have been centered on the use of games and gaming within the education system. Since I’ve covered a few of the big players in the video game industry, and how they have adapted to support educational methods, I thought I would have a look at ways you can integrate gaming into your classroom WITHOUT the aid of a video game. Ladies and gentlemen, may I introduce today’s special guest, Gamification.

What Is Gamification

Gamification is, granted, a controversial topic. It focuses on using game thinking and game mechanics to turn an otherwise mundane task into something engaging and perhaps even competitive. It involves implementing methods used in the development of games, but applying them to a real world scenario, such as a classroom.

Obviously, the classroom is primarily about learning, but engaging and motivating students can be a challenge. And a bored student is far less likely to take in what the teacher is trying to teach. Perhaps gamifying the classroom might be a way to improve their engagement, productivity and enthusiasm for what the teacher has to say?

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The Hidden Value of Gaming in Education

I recently asked my nine-year-old daughter if she thought playing video games helped kids with reading. She looked up from her world in Minecraft and said, “No!” If you ask an adult the same question, you will likely receive the same response along with many reasons why video games might be considered harmful to children. Some of those reasons might include violence or inappropriate content; sedentary lifestyles that result in obesity; lack of social skills development; little use of imagination; or a waste of time. While those are valid concerns, researchers and educators are discovering the positive impact video games have in the classroom.

While gaming in the classroom, or gamification, has become more prevalent with the addition of technology in the hands of today’s students, it is not a new concept. 

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Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learning

We may think we’re pretty smart, but in fact we have very little notion of how humans learn. Kids know: They play games. Until, that is, they go to school. That’s when the games stop. And often, so does the learning.

That was the sad panorama painted by a panel of distinguished experts on education and “gamification” who nonetheless were optimistic about the promise of using games in pedagogy.

The panel discussion, held at the Graduate School of Education (GSE) on Feb. 26, was part of the yearlong public course, Education’s Digital Future (Educ 403x). Roy Pea, co-convener of the class and a professor in the GSE, introduced the speakers by noting that what he called “gaming to learn” has been around Stanford for close to a decade. (One of the speakers later noted that Wikipedia claims that Stanford students in 1971 invented the first known instance of a coin-operated video game.) But it is only recently that gamification’s possibilities in the realm of education truly have been appreciated.

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Why Financial Literacy Is So Important!


In past generations, cash was used for most daily purchases; today, it's rarely flashed – particularly not by younger shoppers. The way we shop has changed as well. Online shopping has become the top choice for many, creating ample opportunities to use and overextend credit – an all-too-easy way to accumulate debt, and fast.

Meanwhile, credit card companies, banks and other financial institutions are inundating consumers with credit opportunities – the ability to apply for credit cards or pay off one card with another – and without the proper knowledge or checks and balances, it is easy to get into financial trouble.

Read more: Why financial literacy is so important | Investopedia https://www.investopedia.com/articles/investing/100615/why-financial-literacy-and-education-so-important.asp#ixzz57nGC2Cst 

Gamification of Learning; The Final Piece of the Puzzle (part 4/4)


This is the fourth and final instalment in our gamification of learning blog mini-series, and in this post we’ll outline everything you need to know about the key elements of a gamified learning environment and why they make learning so captivating for students.

Need to reminder of PART 1PART 2 or PART 3 of the series?

We’ve previously defined the concept of gamification, outlined how it works and then gone on to discuss the different game formats that you can use in the classroom. Part four is the last piece of the puzzle and by the end of the final article you should understand everything you need to know to start using gamification in your classroom!

Goals and objectives

The first gaming elements that we’ll discuss are goals and objectives. Defined goals are arguably the most fundamental aspect of games and gaming. Clear goals and objectives ensure that players have a purpose and focus while playing the game. Goals should be clear and visible; this provides players with feedback on progress and increases motivation. Without a clear goal, it’s impossible for players and learners to understand if their efforts are getting them closer to the overall objective and to ultimately decide who wins the game. Having a clear goal also gives players the autonomy they need in order to achieve the goal in new and creative ways.

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Gamification of Learning; What Types of Games Are Best? (part 3/4)


In part three of four in this gamification of learning blog mini-series we’re going to cover the types of game format that can be used within an educational context. All of these will likely be familiar to you in another context, but here we’ll give useful examples and type them to an educational context. So let’s get going!

Missed parts 1 & 2? – Get a reminder here; Part 1 | Part 2


Race games

This format will be familiar to many from computer games such as Mario Kart or even the board game Snakes and Ladders, where competitors race to be the first to a finish line. There is even a race component in the last week’s example of Monopoly – although there is no set finish line, players are incentivised to move around the board as they receive money each time they pass the starting point. In a learning environment a race format can be used as learners race to get to the top of a leaderboard, or answer questions as they move across a board to reach the other side.

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How to Integration Gamification in the Classroom (part 2/4)


Need a reminder of part 1 of 4 of the gamification mini-series?

In part two of this gamification of learning blog mini-series we’ll look at two methods for integrating game elements into your lessons, and then discuss how you can scaffold the learning content within your game to ensure that learners are challenged at the optimal level for them to make progress.

Content vs Structural Gamification

The techniques for gamifying the learning environment can be broken down into two approaches, content and structural gamification. Content gamification refers to when elements of gamification are built into the content itself. This can be done by interweaving elements such as story, challenge, curiosity, mystery and character into the learning content. An example of this could be adding the element of story and mystery to a maths problem as students have to navigate their way through a fantasy world solving equations to move onto the next section, uncovering a small part of a ‘master’ equation for each smaller problem they solve. It’s not necessary to turn an entire lesson into one large complex game. Instead it can suffice to add elements of the gaming experience to the content that needs to be learnt in order to increase the intrigue and engagement of the learners and, critically, to support the learning objectives.

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Exploring the Gamification of Learning (part 1/4)


Exploring Gamification

Games and playing games are as old as civilisation itself and at some stage in life, be it adult or child, we have all played games. Whether this is playing football in the park, a board game at home or simple word games on a long journey, playing games is part of what makes us human. The ‘gamification’ of learning allows us to take the concepts of games, with the associated fun and enjoyment and combine this with the instruction, practice and feedback that is necessary for effective learning to occur. Gamification results in learners becoming more engaged and, importantly, heightens their enjoyment of the learning process.

Crucially, when students are engaged and enjoying the learning process, they are typically able to focus on a learning task for longer, and are likely to demonstrate improved retention of the content they are attempting to master.

Harnessing the excitement and fun of games to aid learning is the fundamental concept behind the gamification of learning. This involves incorporating and integrating game elements within the learning environment to maximise the enjoyment and engagement that learners experience through playing games in order to support specific learning objectives.

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4 Expectations for Online Education in 2018


As more students seek flexible alternatives to traditional, on-campus courses, online education continues to evolve.

Among other trends, 2017 saw the proliferation of smaller credentials beyond online degrees, rising online course enrollment at nonprofit universities and the use of big data to track student performance.

And there's plenty more in store for 2018, experts say. Here are four trends in online higher education that prospective students should watch this year.

1. Continued overall enrollment growth: The number of U.S. students who enrolled in at least one online course rose by 5.6 percent between fall 2015 and fall 2016 – a faster rate than in the previous three years, according to a 2018 report published by the Babson Survey Research Group.

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