Game based learning
“Games are an extraordinary way to tap into your most heroic qualities.” - Jane McGonigal, Author of Reality Is Broken: Why Games Make Us Better and How They Can Change the World
People enjoy playing video games. People worldwide spend about 3 billion hours a week playing them (McGonigal, 2011). When we play video games we learn, build, collaborate, problem-solve, explore, discover, and achieve goals. We also are deemed heroes or champions for investing so much time playing. What if learning were more like playing a video game? Paul Maglione, in his presentation, Unlocking Learner Motivation in the Age of the Digital Native, highlights ways games motivate and engage students:
- Social- Now video games tend to have social forums or virtual worlds where players interact, allow collaborative playing, and allow players to talk to each other with headsets.
- Engaging worlds- It’s a representation of the world individuals want to be immersed in with visuals, multimedia, popular music, graphics and more
- Goal-oriented- Aim to reach the next level; each level is more challenging, but achievable.
- Learning surrounds us- characters must collect items that help with the journey and must search for these all around them
- Positive stress- learning is difficult but most learners are willing to invest several hours to complete tasks when they can reach an outcome they want
- Teaches us to deal with failure- learners keep trying at a level till they achieve it. They aren’t punished for failing, but are allowed to try again with no penalty.
Not only can students learn with games, they can design their own! Try Hopscotch, TinyTap (iOS/Android), Scratch MIT, Zondle, GetKahoot, Stencyl, SketchNation, GameSalad, Purpose Games, ClassTools, Game Maker Studio, Sploder, Gamestar Mechanic, X-Note, What2Learn, Kodu, GamePress, Adventure Games Studio, and Quest Text-based Adventures. For more resources and ideas check out ShellyTerrell.com/games.
IF YOU ENJOYED THESE FINDS, YOU MAY WANT TO GET YOUR COPY OF THE 30 GOALS FOR TEACHERS OR LEARNING TO GO, WHICH HAS DIGITAL AND MOBILE ACTIVITIES AND HANDOUTS.