The Use of Games & Gameful Learning in the Classroom

 

The Use of Games & Gameful Learning in the Classroom

 

Is the use of games and gameful learning the answer to students’ short attention spans, tendency to become bored, and difficulties staying engaged? Before we go any further, we need to differentiate between playing online learning games and gamification. Playing games is self-explanatory: Playing either different board or computer games that are in some way to a learning goal (or even just for fun and to learn social interaction and collaboration skills). On the other hand, gamification is the “application of game design elements to non-game tasks” (Langille, 2017, para. 3). I like how one video called it “game thinking” (MrWhitbyd, 2016). That’s just what it is: Approaching everyday life with “game thinking,” or a game spirit. An example of introducing games in the classroom would be a teacher who assigns her students a spelling game online that incorporates a fun storyline around spelling the words correctly. An example of gameful learning, however, would be a teacher who creates a reward system for good classroom behavior that is structured like an online game.

              There are many things that teachers should consider before introducing games or the gameful learning into their classrooms. On the pro side, there are times when intrinsic motivation runs out, and undoubtably there is something about the game spirit seems to motivate students to not give up even when they fail (Ellis, 2014). Also, unlike intrinsic motivation, gameful learning can help students to feel a direct correlation between of their behavior/effort and a positive/negative outcome. However, there are a number of concerns as well. When it comes to online learning games, teachers should consider how much screen time is good for their students, especially younger students. Personally, as a teacher, I prefer to engage my students’ hands-on creativity through projects and STEM activities related to our lessons. Also, sometimes all the fancy features of the game can actually end up distracting from the learning (Chase, et al., 2020). When it comes to gameful learning, there is the concern that it would be too much work for the teacher to create and track of all the points and nuances of the “game.” Also, gamification can actually add students’ tendency to become bored and unengaged if there is no high intensity pseudogame going on. They might become dissatisfied with regular learning for the sake of learning. Even the novelty of the game can wear off and students lose motivation with it (Langille, 2017). Lastly, regarding either playing online games or gamifying classroom management, it’s important to remember that games are “not a standalone cure for low student engagement nor poor academic performance” (Langille, 2017, para. 23).

              If you do decide to incorporate games, what are some guidelines to follow, especially as we keep our goals of the 4 C’s (and the 5th C: Character) as Adventist educators in sight? First, I believe you should instill intrinsic motivation first of all! I do not incorporate any behavior management systems until halfway through the school year. The first half of the year, my students are content to do what they’re supposed to for the sake of intrinsic motivation and praise from their teacher. However, when the intrinsic motivation begins to wear off, and you need to introduce some games or gamification, you need to make sure (especially with online learning games) that there is a direct correlation to what information you’re trying to instill (or to the character qualities you’re instilling if you’re gamifying classroom behavior). Then, structure your classroom “game” around the characteristics that make online games so appealing. Online games involve collaboration and problem solving, always start you at a level that you can achieve and others trust that you can achieve, always put you “on the verge of an epic win,” give you constant feedback, and foster “extreme self-motivation” (McGonical, 2010). If your classroom gameful learning includes these features, I believe it will be successful.

 

References

Ellis, M. (2014, November 30. Classroom Gamification Tips for Even the Non-Gamer. [Video file]. Retrieved from https://www.youtube.com/watch?v=hDn5FM7aX1s

Chase, Catherine C., et al. “Can Typical Game Features Have Unintended Consequences? A Study of Players’ Learning and Reactions to Challenge and Failure in an Educational Programming Game.” British Journal of Educational Technology, vol. 52, no. 1, 28 Aug. 2020, pp. 57–74, 10.1111/bjet.13021.

Langille, A. (2017, September 13). How Gamification Can Boost Student Success. Retrieved from https://theconversation.com/how-gamification-can-boost-student-success-81666

McGonical, J. (2010, February). Gaming Can Make a Better World. [Video file]. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world?utm_campaign=tedspread&utm_medium=referral&utm_source=tedcomshare

MrWhitbyd, (2016, April 20). Gamification in Education. [Video file]. Retrieved from https://www.youtube.com/watch?v=nYnbapB5Yl8

Comments

Popular posts from this blog

A Unique Solution to the Problems of Flipped Classrooms

Real Vs. Virtual Experiences