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Seeing video games as more than entertainment can be difficult for many

adults and educators. When adults think of video games we often think of kids
playing mindless games for hours and possibly even think of many children as
being addicted to the video games they are playing. I often hear adults and
teachers of older generations making comments about the negative impact of
video games, social media, and the digital age on children and young adults.
Writing about those who criticize video games, Marquis (2013) wrote, Those
who have both feet firmly in the anti-gamification camp most often argue that
there are no empirical studies that demonstrate real learning from games or that
the skills learned in game play do not translate to the real world. The mindset
that video games are not helpful for learning is simply short-sighted given an
increasing amount of evidence and research around the positive effects of
gamification and game-based learning. This is evidenced by initiatives lead by
the U.S. government to promote game-based learning: The U.S. Department of
Education recognizes the proven power of digital games for learning and is
committed to fostering the broader adoption of high quality games in schools and
informal learning settings.
The first important detail is knowing the difference between gamification
and game-based learning (GBL). Gamification is about making a non-game into
a game. Game-based learning usually refers to using actual digital video games
as a classroom tool (Shapiro, 2014, para.16). There are many different opinions
about gamification versus game-based learning, as Shapiro (2014) describes in
his video, gamification makes learning about getting rewards and how it focuses
around competition, badges, and getting gold stars. Game-based learning is not
about the score, rewards, or points. Its about getting to the next level to get more
challenges, wanting to master the puzzles, solve the problems, and not losing or
having to start over. The major benefit he points out is that game-based learning
motivates students intrinsically.
Whether its incorporating gamification or game-based learning in the
classroom, I believe that both are great ways for motivating and engaging
students. After learning more about gamification and game-based learning, I can
see that I have already employed both types of learning in my classroom to some
degree, with positive results. There are many online games, apps, and tools that
I use frequently to give students practice in math and reading skills. These
sources use a gamification style because they reward students with badges or
stars for completing a certain number of problems or tasks. I have also integrated
games into my teaching; some have been digital games and others have been
game-like activities such as role-plays, simulations, etc. Throughout my research
in many of my educational technology courses, I have begun to see the positives
of game-based learning and gamification in the classroom. I think game-based
learning is a positive trend that, if done correctly, should be integrated into 21st
century classrooms. Games ... can supplement time-tested pedagogical
practices with new technological solutions to long-term problems. We can have
the best of both the new and the old (Shapiro, Tekinba, Schwartz, & Darvas,
n.d., p.6).

Much of the research has shown that implementing GBL is something that
should start out small and takes a lot of time to implement correctly. A study done
by Emin-Martinez and Ney (2013) showed that in order to adopt a new learning
approach such as game-based learning, there is a five step process that must be
followed. These five stages are knowledge, persuasion, decision,
implementation, confirmation.
I am interested in integrating game-based learning more into the
classroom and working with other teachers in the district to find ways to
incorporate GBL throughout. One easy way to start using GBL learning in the
classroom is to make any learning task into a game. There on many learning
games that incorporate technology and Educade is a great resource for finding
game ideas and lesson plans that include games. Keep in mind, you can also
use games without the technology piece, such as simulations, role playing, or
board games. This easy transition is mentioned by Shapiro (2014), Any teacher
can implement a gamified approach fairly easily you dont need tablets or
laptop computers. Its a matter of reframing traditional assignments as inquirybased individual or group projects. I am also looking to find other motivated
teachers who are interested to explore how using game-based learning in the
classroom can enhance the student learning experience. Our development of
game-based teaching can help other skeptical teachers and parents see the
benefits of GBL and its many cognitive, motivational, emotional, and social
benefits as described by Granic, Lobel, and Engels (2014) in The Benefits of
Playing Video Games. We will form a committee to design, implement, and
evaluate the adoption of game-based teaching. Please contact me at
barness@brightonk12.com to get involved!
References:
Marquis, J. (2013). Debates about Gamification and Game-Based Learning (#GBL) in
Education. Retrieved July 6, 2015, from http://classroom-aid.com
Shapiro, J. (2014). Tapping Into the Potential of Games and Uninhibited Play for
Learning. Retrieved on July 6, 2015, from http://ww2.kqed.org/mindshift/
Shapiro, J. (2014). Heres Why We Need Video Games In Every Classroom, [Online
Video]. Retrieved July 7, 2015, from http://www.forbes.com/
Shapiro, J., Tekinba, K., Schwartz, K., & Darvas, P. (n.d.) The MindShift Guide To
Digital Games And Learning. Retrieved July 7, 2015, from
http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf
Emin-Martinez, V., & Ney, M. (2013, October 11). Supporting Teachers in the Process of
Adoption of Game Based Learning Pedagogy. Retrieved July 12, 2015, from
https://hal.archives-ouvertes.fr/hal-00872282
Granic, I., Lobel, A., & Engels, R. (2014). The Benefits of Playing Video Games.
American Psychologist. Vol. 69, No. 1, 66 78. DOI: 10.1037/a0034857.
The United States Department of Education. (n.d.) Office of Educational Technology.
Retrieved July 20, 2015 from http://tech.ed.gov/games/

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