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Project Based Learning-Game-Based Learning

Game-based learning can increase student engagement and improve learning outcomes. While gamification focuses on using game elements like points and leaderboards, game-based learning substitutes lessons with actual games. Gamification provides metrics but can lead to extrinsic motivation, while games are engaging but require resources. Both approaches promote problem-solving skills but games may distract from learning. Debates discuss how games support literacy and skills but have limited content and could isolate students. The document discusses using the game Pandemic to teach infection concepts more effectively than regular lessons.

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0% found this document useful (0 votes)
227 views

Project Based Learning-Game-Based Learning

Game-based learning can increase student engagement and improve learning outcomes. While gamification focuses on using game elements like points and leaderboards, game-based learning substitutes lessons with actual games. Gamification provides metrics but can lead to extrinsic motivation, while games are engaging but require resources. Both approaches promote problem-solving skills but games may distract from learning. Debates discuss how games support literacy and skills but have limited content and could isolate students. The document discusses using the game Pandemic to teach infection concepts more effectively than regular lessons.

Uploaded by

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© © All Rights Reserved
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Game-based Learning

Why GBL?
I just read Justin Eames What Game-Based Learning Can Do for Student
Achievement, and this is what I thought...
I get bored very easily, and why I feel bored in class, my students must be ready to fall
off their seats!
I have tried Gamification, but it did not yield the intended result..students were more
interested in getting the top spots, and not focusing on the learning material, or the process.
I use simulations, and students love them, so games should not be that difficult.really!

Gamification vs. Game-Based Learning


Gamification

The adoption of game-like principles when


working outside of a gaming context
Involves assigning of points to a student,
using a leaderboard, distributes badges etc
For example: 3D GameLab, an online
learning management system (LMS) that
helps gamify classrooms, or Class Badges,
which allows teachers to create and
distribute unique badges to their students.

Game-Based Learning

This means including games in classroom


instruction.
Involves substituting lessons with games
For example: Rather than just reading about
the experience of pioneers and the
principles of Manifest Destiny, students
were forced to take on those roles and
experience the Trail for themselves, while
playing the game, Oregon Trail

Pros & Cons of Gamification


Pros

Cons

It provides metrics, showing an educator how a

Over time users sometimes get used to extrinsic


motivation factors like pointless gold stars, and then
over time not only lose value, but also end up getting
demotivated and disengaged

user or participant is progressing through a particular


process

Students are really engaged


Students have a greater love for the points, than the
curiosity for the educational material

Pros & Cons of Game-Based learning


Pros

Cons
Games are engaging. Todays students
are expected to use technology as a
learning tool, and they really enjoy being
able to use games in the classroom.
Game-based learning adds a lot more to
the classroom experience, and educators
get to see the different ways in which
students approach the learning task.
Learning games are a great way to
develop problem-solving skills.

Less focus on the learning, and more on


the bells and whistles
Most games are loosely connected to the
curriculum.
Most require reconfiguring of the
classroom, and time, and money

Debates about Gamification & GBL


Pros

Cons
Game play promotes literacy at many different
levels, from technological to socio-emotional.
Games increase multitasking abilities
Many current games are built on a social
networking paradigm that not only allows for
teamwork and collaborative play
Games promote long-range planning, rarely
observed with traditional educational material
Games work on individualized instruction, as
each student can work towards mastery, and can
also work at their own pace.

A fully game-based curriculum, or even one that


relies heavily on games, represents a substantial
increase in cost over standard book/paper/pencil
education
Games are fairly limited in their content and the
context that they present for learning.Currently
there is a shortage of really engaging,
educationally focused games that integrate with
existing curriculums and teach directly useable
skills.
Games promote anti-social behavior and isolates
individuals.
The often rapid pace of action and the immediate
feedback can lead to shortened attention span.

PANDEMIC 1, 2, and 3
Have used this game in my Anatomy elective class
Used the game in place of regular Agents & Modes of Infection
Students were always focused, there were hardly any behavioral
problems, and students were way more prepared for class.
The assessment data showed me that overall more students
understood the material better, and were also able to access their
learning for a longer period of time.

Sources

http://www.edutopia.org/blogs/beat/game-based-learning
https://www.edsurge.com/news/2014-05-28-what-game-based-learning-cando-for-student-achievement
http://www.breakoutedu.com/blog/2015/12/18/inquiry-learning-by-breakingout-of-the-box-guest-post
http://www.edtechmagazine.com/higher/article/2013/07/pros-and-consgamification-classroom
http://classroom-aid.com/2013/04/07/debates-about-gamification-and-gamebased-learninggbl-in-education/
http://www.weareteachers.com/blogs/post/2012/11/26/debating-game-basedlearning

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