How can gamification and the use of computer games be used to enhance learning in the classroom?
At a time like this fast, growing
technological industry, there are various software, websites and applications
available for type of devices to help you enhance your learning and
understanding. The majority people of my age would probably not describe
themselves as digital natives, however I used to use software on the old
Windows 7 like ‘Primary Games KS2’. This software would include multiplication,
coordination, shapes games etc. and the most engaging aspect of this was that
the developers had introduced multiplayer options; of course this creates
competitions between peers and the motive of wanting to win or do better than
them.
Most
certainly we can agree that software game from my primary years generation can
be considered as outdated. With highly developed technological programs and
devices, video games have revolved around us all providing benefits in
educational contexts. Griffiths (2002) believes that videogames can be used as
a research tool. In terms of his ‘research tool’, he means that it’s a research
on individuals – giving you the opportunity to recognise your own
characteristics and holistic skills like spatial visualization ability:
mentally rotating and manipulating two and three-dimensional objects, linking
to useful skills for mathematic subjects. Computerised games could also help
develop IT skills as well as allowing children to experience curiosity and
challenges, further stimulating their learning. Not only it enhance academic
learning and skills, Griffiths (2002) pointed out that characters, storylines
(and so) of the game can educate individuals on demographic themes such as
gender, ethnicity, religion, age, sexuality etc.
Moving swiftly towards the unique side of the spectrum, videogames for
those who have severe developmental problems like autism can help develop their
social skills. Supporting this, Demarest’s (2002) case study of her own
autistic son who had language, social and emotional difficulties, videogame
playing was ego-boosting along with self-calming effect embedded within the
assistance. Personally, I am over the moon that geniuses around the world can
come up with magnificent innovations that has changed the world. Technological
gaming has benefited me as a student and offered me many advantages such as
revision ‘apps’ on my mobile devices, aiding me to get into university and
study the course that I have a passion for.
With regard to the child-showing obsessive and addictive behaviour for
educational videogames, where they abuse the advantage of fun learning – some
parents/carers may view this as a disadvantage. Perhaps we could blame the old
generation for their negative perceptions or the child’s genuine addiction
towards the games. Instead of taking the fun away and ruining their learning
for educational and developmental purposes, these adults can:
-
Set specific objectives or
focuses. The outcome should be clear to the teacher/parent(s)/carer(s) and the
player.
-
Pick type of games suiting
chosen educational or therapeutic choices.
In addition to their entertainment values,
gamification has positive potentials towards individuals. It is essential to
separate differences between educational purposes and personal indulgent, and
it’s vital not to abuse the concept of engaged learning when tasks are set.
Concluded by Griffiths (2002) about excessive players are at greater risks from
developing health problems.
Do you agree?
Comment your opinions below!
References:
-
Demarest. K. (2000). Video games – What are they good for? Located at: http://www.lessontutor.com/kd3.html
-
Griffiths, M, D. (2002). The Educational benefits of videogames.20.3.
p.48



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