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Learning is more effective when its fun:

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Learning is more effective when its fun:

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"nearly half of high school dropouts in the US said that a major reason for dropping out was that the classes were not interesting." (Bridgeland, 2006)

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"thinking creatively, doing things the hard way, networking are those that have been proven to increase fluid intelligence. This is the type of intelligence that relates to the capacity to think logically and solve problems" (Stosic)

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Gaming talks to kids in a way they understand

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Gaming talks to kids in a way they understand

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"kids today carry stronger technology in their pocket than contained within some satellites and games are their ‘home’ environment – so we can bring a part of the education ‘home’." (Stasic)

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This game is great for a variety of grades and subjects. It uses flashcards for students to play games solo or as a classroom

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Kahoot is an interactive game to play as a class via each students device. It is a great way to prepare for tests, and results can even be saved to see your students results.

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This game is old fashioned and unplugged for when students need to move around. Make each corner of the room an answer choice, ABC and D, then quiz students and have them choose their corner.

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https://kahoot.com/

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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Games belong in the classroom - 3 reasons, 3 examples

I think that good educators have always brought games into the classroom: from role play, to cards, to scavenger hunts and quizzes - they are all games and playing to learn is not a new concept. But as laptops and tablets become more common in classrooms, and as games become the more dominant media in kids' lives, the introduction of video games into education or "gamification of education" moves towards the centre stage of learning-related discussion. So I wanted to share some thoughts on why I think games definitely do belong in the classroom, and some examples of how this has worked.

Starting with the "why"...

Learning is more effective when it's fun

Learning IS fun. Perhaps it is not the yay-I'm-on-a-roller-coaster kind of fun, but it is interesting. We remember better when we are more engaged, more amused, so surely learning should try and tap into this potential. Just think if you still remember how to play games you knew how to play as a child. Or, even better, if you are a fan of Game of Thrones or Lord of the Rings, do you remember their intricate family trees better than the succession of Egyptian pharaohs or the House of Stuarts family tree. The information we learn through fun tends to stick with us. This fun element doesn't have to come through games. But they definitely provide a potent tool to introduce it.

A somewhat old, but nevertheless interesting piece of research (Bridgeland, Bilulio & Morison, 2006) has shown that nearly half of high school dropouts in the US said that a major reason for dropping out was that the classes were not interesting. Actually, the very feeling of boredom is what we feel when there are no patterns to break into. And what are games, but new patterns for us to engage with?

Games stimulate the brain

Research shows that games stimulate the brain's reward system to help make connections between neurons. And it is exactly this reaction that is the physiological part of learning.

Moving beyond the purely physiological view, all of the different types of events that happen within a game (seeking novelty, challenging yourself, thinking creatively, doing things the hard way, networking) are those that have been proven to increase fluid intelligence. This is the type of intelligence that relates to the capacity to think logically and solve problems in novel situations.

Gaming talks to kids in a way they understand

I won't dwell too much on the 'kids are digital natives and know how to use iPads idea' as I am sure that you will have received at least one e-mail today with some sort of elaboration on the point. Simply said, kids today carry stronger technology in their pocket than contained within some satellites and games are their 'home' environment - so we can bring a part of the education 'home'.

On a more conceptual standpoint, games play to the kids' sensibilities because they are all about participation and trying. Our educational systems are created for spectators: you are mostly spoken at, not spoken with. And this worked really well at some point. But kids today speak to the brands they like, interact with characters they like; they are used to immediate feedback and activity everywhere they turn. They do not only engage with friends and families, they engage with the TV, the phone, pretty much everything - interaction is all around them. Kids are participants, not only spectators. And education should enable them to participate.

I have, for example, learned more about history of art through a Louvre PC game than from all of my art teachers put together (I do really hope they do not read this!). The game let me 'walk through' Louvre, it let me explore, it let me try and play different games, it let me choose which 'periods' to learn about first. These mechanics of trial and exploration enable the kind of learning participants need.

So now that you're convinced, or at least intrigued, let's examine some examples. I could not possibly make the ultimate choice, so do leave a comment, share more examples or share your thoughts.

Minecraft

This pixelated wonder has sold over 20,000,000 copies to date and is quickly becoming a cultural phenomenon. Its open-world nature lends itself well to educational use and a dedicated web-site, Minecraft Edu, harnesses the educational power of Minecraft, offering discounts on the actual game, as well as workshops, ideas and training for teachers.

Minecraft can, as one example of many, be used to explore real life buildings. There are many already-created structures that students can explore, from the Roman Colosseum to the Globe Theatre but even further, they can create these models themselves. Can you think of a better way of learning about ancient Roman architecture than by trying to replicate it?

SimCity

SimCity provides brilliant mechanics for practising STEM curriculum (Science, Technology, Engineering and Maths). In a recent cooperation with GlassLab, EA have built SimCity EDU, a community where educators can create and share lesson plans and recommend gameplay ideas. The lesson plans will be aligned to the US Common Core State Standards, and the makers expect a strong take-up.

I've played and loved SimCity and I must say: I'm a believer. Choices made within the game have real consequences, and it requires a lot of analysis and thinking with regards to urban planning.

Math Blaster

Maths has become a popular subject for educational games, with titles like this one catching on with kids and teachers alike. Math Blaster was first introduced in 1987, so it's definitely not a novelty, but it is still going strong. Within this set of games, practising maths pretty much equals saving the galaxy. And who doesn't want to save the galaxy?

Finally, I'd like to leave you with a thought that whilst games definitely belong within education, they are still just a tool for learning. They have a role in the learning process of children and adults alike, but they are not the process itself. They will only work as well as we do!

By Jelena Stosic

Image courtesy of kjarett

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Games belong in the classroom - 3 reasons, 3 examples | Little Big Partnership

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I think that good educators have always brought games into the classroom: from role play, to cards, to scavenger hunts and quizzes - they are all games and playing to learn is not a new concept.