How can Gamification and the use of Computer Games be used to enhance learning in the classroom?
In a world
that is becoming increasingly digital, Game based learning has captured the
interest of educationalists who strive to exploit their potentially influential
effect on teaching and learning (Hainey et
al., 2013). Within recent years, the use of gaming within education has
been on the increase, and given that a large proportion of the audience for
games are children, it is understandable why educators are exploring the
opportunities for using gaming technologies – it is a platform that children
are willing and excited to engage with (Byron, 2008).
Not only are games a good method for increasing a child’s
interest in education, they also provide many other educational benefits. Games
promote active involvement through exploration, experimentation and
co-operation, all which are vital skills for education and future life (Hainey et al., 2013). One example of a game that could be used is ‘Grand
Theft Auto’, which although is a game that may be viewed to be inappropriate,
with effective control, can allow children to develop morality, interactive
skills, and aspects of literacy and numeracy in a way that is not possible
elsewhere (Crowe and Flynn, 2014). Another example is Fifa, a well-known
football game which can be used within maths lessons to teach budgeting (of the
team’s finances).
Digital
games also allow children to use and gain skills that are beneficial for many
forms of development – intellectual, social and emotional (De Grove et al., 2012). Consequently, these
benefits of the use of games within education are the reason so many schools
and educators are adopting these methods.
Despite
these benefits, there are still a few barriers that prevent the true potential
of digital games being seen and exploited within school settings , these
include things such as the lack of proven evidence to support the idea, the
need for teacher training in use of the games and little realisation of the
learning outcomes of gaming in relation to the curriculum (Byron, 2008). These
are issues that are easily overcome, with more research into the area, which I
believe should be a priority within the education sector, as I believe many
schools that are not adopting this method of teaching are missing out on
something rather beneficial.
Some
examples of the way digital games can be used within classrooms include the use
of ClassDojo, Class Craft and QR codes:
ü ClassDojo is an interactive website
that gives every child an individual monster. When a child achieves particular
skills, this is rewarded as a point on ClassDojo. ClassDojo is effective as it
connects parents, students and parents to create a community.
https://www.youtube.com/watch?v=Rzzb5cmNoc0 This video further explains
ClassDojo.
ü ClassCraft is an online world that
lasts all year. It allows children to work together in teams, and earn points
for their team by doing good work/showing good skills within class. Like
ClassDojo, it is also connected to parents so it creates a close community
where parents feel involved.
ü QR codes are effective in education as
these can add diversity to a lesson. They can be used to create a QR treasure
hunt, where students can codes to find a riddle which leads them to the next
code – this develops problem solving. They can also be used to bring work displays
to life; offering a limitless network
for sharing work. The image above is from when I did a QR treasure hunt around
the university campus.
https://www.youtube.com/watch?v=Ru7lpWE_hMY This video further explains QR codes.
One
potential issue with including games in education is gender differences. Recent
research into children’s attitudes towards games in the classroom shows that
the differences in knowledge of games may influence preferences for using them
for learning (Robertson, 2012). It has been seen that in general, males show a
more positive attitude to gaming (Hainey et
al., 2013), so it is important to recognise this when introducing gaming
into an educational setting to ensure it is and will be received by all pupils
in a way in which it will be beneficial.
A
way around any gender issues is the use of non-digital games. I have seen a
game called ‘Attainopoly’ used, which is a game similar to Monopoly, where
children who have behaved well during the week, get to roll a dice and they get
the chance to win things such as house points, or the chance to have a comfy
cushion/chair the following week. Small things like this can provide a large
incentive for young children.
Byron, T. (2008) Safer
Children in a Digital World: The Report of the Byron Review. Available at: http://webarchive.nationalarchives.gov.uk/20130401151715/http://www.education.gov.uk/publications/eOrderingDownload/DCSF-00334-2008.pdf (Accessed: 21st February 2018).
Crowe, N and Flynn, S. (2014) ‘Games and Learning: Using
Multi-Play Digital Games and Online Virtual Worlds’, in: Younie, S., Leask, M.
and Burden, K. (2nd edn) Teaching and
Learning with ICT in the Primary School. New York: Routledge, pp 164-170.
De Grove, F., Bourgonjon, J. and Van Looy, J. (2012) ‘Digital
Games in the Classroom? A Contextual Approach to Teachers’ Adoption Intention
of Digital Games in Formal Education’, Computers
in Human Behaviour, 28(6), pp.2023–2033.
Hainey, T., Westera, W., Connolly, T.M., Boyle,
L., Baxter, G., Beeby, R.B. and Soflano, M. (2013) ‘Students' Attitudes toward
Playing Games and Using Games in Education: Comparing Scotland and the
Netherlands’, Computers and Education, 69,
pp.474–484.
Robertson, J. (2012) ‘Making Games in the
Classroom: Benefits and Gender Concerns’, Computers
and Education, 59(2), pp. 385-398.

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