Gamification Classroom Takeover
Let Me Convince You
Gamification in education is the integration of video games in the classroom to build upon students’ strengths and interests.The modern student is vastly different than he/she would have been had he/she grown up during his/her parents’ era. The modern student has grown up with technology at their fingertips as a medium for creative expression and is enthralled with video games. Teachers have ingeniously recognized students’ passions for video games and eagerly found a way to direct these passions towards learning. There are numerous advantages and benefits of using video games in the classroom to promote learning. Video games are motivation for a large population of students (Davis, 2014). The students motivated by gamification are typically students who are difficult to reach and are not interested with traditional teaching methods. Video games provide instant feedback and gratification to students (Keeler, 2014). Gamification is a method of learning that can be used anywhere for any age group. Beginning in early childhood and continuing throughout their lives, students will continue to play video games. If teachers are equipping students with skill sets to make the popular leisure activity more productive, students can quickly adopt a craving for lifelong learning (Davis, 2014). Additionally, many video games played by children accurately confront difficult situations (depression, genocide, Arab-Israeli conflict) that are extremely difficult to address in the classroom. Video games can help students learn about these tense situations in a relaxed setting and develop a sense of respect and understanding concerning the world problems (Davis, 2014).
Gamification Benefits for Early Childhood Education
When incorporating gamification into classrooms, most teachers have students complete Bartle’s Gamer Profile Quiz (Davis, 2014). I love the idea of this quiz and how teachers can use it as a pre-assessment. This quiz deciphers what mindset students have when playing video games. The results can help the teacher decide what games should be played in class to maximize student interest and learning. In addition to providing objective data concerning students, the quiz will be fun for students. The students will enjoy learning what their gaming personality is, how this effects their gaming skills and learning. Gamification helps students learn course content and information about themselves!
At times during the school year, students of all ages begin to question their education. They will ask questions such as, “Why do I have to learn this?” and, “What does this stuff have to do with anything in the real world?” Gamification provides context for learning and easily eliminates these doubts and questions. Students want to learn in order to continue their games and the games provide real-world application (Keeler, 2014).
Gamification can help increase confidence and self-esteem (Keeler, 2014). Earning points and gold stars, seeing a visual representation of their progress, and developing pride in their virtual accomplishments can be extremely helpful to students with low confidence (Keeler, 2014). Additionally, gamification provides opportunities for students to create and express themselves (Keeler, 2014). Students naturally take pride in their work when they see their finished product. They recognize the time devoted to their creation was spent well and paid off thus teaching students the value in hard work. When a student achieves a virtual goal, there is always a reason to celebrate (Keeler, 2014).
Gamification Technology in My Classroom
If I were to introduce gamification into my early elementary classroom, I would use Playsheets as a tool to help facilitate learning through video games. Playsheets enable students to play educationally linked video games at school and at home (Keeler, 2014). Playsheets directly reinforces what is taught in class with a clear connection between game and course content (Keeler, 2014). Teachers can alter the Playsheets and add graphics (Keeler, 2014). I appreciate the alteration feature as the teacher can customize a game to ensure it is directly linked to the week’s lessons. I believe Playsheets would be beneficial for an elementary classroom, because it offers immediate feedback, is extremely applicable to course content, and students will learn to have fun learning through it. I believe Playsheets can help students begin to view learning as a fun and interactive activity instead of a chore.
If I were to introduce gamification into my elementary classroom, I would use the Magic Planet app. The Magic Planet app is an “interactive sphere-shaped screen that allows students to view realistic representations of global and extraterrestrial occurrences (EdSurge). This would be a fantastic method to help students visualize science concepts.
If I were teaching an upper elementary grade, I would replace Playsheets with Minecraft. I think Minecraft is an excellent option for elementary student growth, because it enables students to embrace their creativity and express themselves. Students can create their own worlds in addition to creating visual representations of concepts learned in class.
References
Davis, Vicki. 2014. "Gamification in Education."Mar 20 (accessed Nov 9, 2018). https://www.edutopia.org/blog/gamification-in-education-vicki-davis.
EdSurge. "Hardware for Education." (accessed Nov 9, 2018). https://www.edsurge.com/product-reviews/everything-else/hardware-for-education/cost=price-license.
Keeler, Alice. 2014. "Beyond the Worksheet: Playsheets, GBL, and Gamification."June 10 (accessed Nov 9, 2018). https://www.edutopia.org/blog/beyond-worksheet-playsheets-gbl-gamification-alice-keeler.
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