This site was created to be mobile friendly.
Educator Toolbox:
Virtual/Blended
Teaching Support
Created By:
Michelle Beliveau
Michelle Beliveau's Email: mbeliveau@cvs.k12.mi.us
This page supports the following
Triple E Components
Gamification &
Game Based Learning
Gamification vs. GBL
OK... let's explore GBL deeper..
Game-based learning is a relatively new field in education. It can be described as using games in educational contexts to reach educational objectives2.
All forms of games can be used for GBL including traditional board games, however, the term most commonly refers to the use of digital or video-games as a tool for classroom learning, and in this context it is referred to as Digital Game-Based Learning (DGBL).
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Since this field is still developing, and the terminology is fairly new, GBL is often confused with the term Gamification. However, they are two distinct and very different approaches.
According to Shapiro3, educators are already very well acquainted with gamification – the use of game elements (such as points, badges, prizes, progression to more challenging 'levels' etc.) to motivate and engage students.
Why Game Based Learning?
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Many people term modern-day students as "Digital Natives".
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Since technology is rapidly evolving, so are our students.
"In order to work with this evolution of 21st-century learners, the approaches of Gamification and Game-Based Learning (GBL) appear to be the learning strategies much needed to engage and motivate the students." (Figueroa-Flores, 2016).
Esports skills and competencies from a Digital Game-Based Learning (GBL) perspective
Click the image above to download the ebook for gamifying your classroom.
Game-based learning has been fairly well-established in schools across the world for a number of years.
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In 2013, 74% of K8 educators across the US said they use video-games in class, and in 2015, 64% of K-12 educators used video games for the purpose of teaching21, and in a 2018 survey, 74% of parents agreed that video games have educational benefits22.
A number of DGBL proponents suggest that one reason games provide such rich learning environments is because they embody all of the principles of a good lesson, but in a beautifully realized, graphically-rich immersive environment.
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Games, they suggest, provide similar scaffolds for learning as are found in high quality learning environments including; clear goals, motivation, opportunities for practice, reinforcing expertise, feedback, progress monitoring, engagement, planning, fun failure, choice, agency and problem-based learning23.
Much of the early work of James Paul Gee, aimed at trying to better understand the ways in which games are so effective at creating excellent learning environments in order to influence real-world instructional and educational design in classrooms.
There are many perspectives on what exactly makes Digital Game-Based Learning so successful in developing a whole range of skills and competencies.
One of the many arguments is that game-based learning isn't something that is only happening in schools. It is something that is so deeply embedded in youth culture that critical 21st Century skills and competencies are being developed through children and adolescents' play, leisure and social activities – and participation is completely voluntary; children want to take part.
Researchers suggest that games are engaging because people (of all ages) like to be in control of what’s on the screen, and games offer this control on a continuing basis. In addition, games can give children and adolescents a strong sense of mastery and competence, and these can make an individual feel empowered24.
Small, continual doses of confidence-boosting feelings of mastery are, of course, somewhat addictive. In addition to fostering feelings of control and mastery, other reasons that games are believed to be so engaging are because players are motivated to by a range of factors seamlessly offered by games and their environments, including social interaction, competition, and escapism.
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Despite the DGBL becoming a widely established practice in classrooms, fears about the impact of screen time, addictive or violent behavior are still pervasive.
McGonigal (2011), an advocate of play and GBL argues that it is time for us to reconsider the negative connotations that we associate with video games—that they are “escapist” or “time wasters' and instead begin to harness their incredible power.
Research in this field has increased over the last 10 years, with numerous advances from the field of neurology, medicine, psychology and education illustrating the positive impacts (explored more fully in the following sections).
In Figure 16, we address the primary concerns of educators when it comes to using video-games in the classroom, and explore the ways in which educators themselves can play a primary role in transforming the culture of gaming.
Click Image to view it larger.
What you will find on this page:
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BREAKOUT EDU:
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Link (Click on Title)
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Summary of the website
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Video Tutorial
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MINECRAFT FOR EDUCATION:
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Link (Click on Title)
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Summary of the website
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Video Tutorial
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DECK TOYS
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Link (Click on Title)
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Summary of the website
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video Tutorial
Figure 16:
Infographic addressing common concerns about the impact of video-games on adolescents, and the role educators can play in transforming culture.
Video-games have been shown to improve attention, focus, and reaction time
Video-games inspire intrinsic, rather than extrinsic motivation
Gamers are able to transfer the prosocial skills that they learn from multi-player gameplay to peer and family relations
Games induce positive mood states, and help players develop effective responses to failure, manage complex emotions and relate to others
Breakout EDU is an immersive learning games platform.
Breakout EDU games consist of a combination of physical and digital puzzle elements that must be solved in a set amount of time.
Players of all ages are challenged to open the locked Breakout EDU box using critical thinking, collaboration and creativity.
MINECRAFT FOR EDUCATION
Minecraft is an open-world game full of possibilities, where players can create and build, solve problems together, and explore amazing worlds.
Click the Image below to view all the features of MINECRAFT FOR EDUCATION
Click the Image below to view all the resources of MINECRAFT FOR EDUCATION
Deck Toys
DeckToys is an online classroom platform that allows you to teach and engage students interactively.
Your lessons become