Games and learning share significant overlap from the use of objectives, points (or grades), and feedback. Games in education seek to apply the technologies and engagement factors of the hyper-successful electronic games sector, and of games more generally, to create engaging learning experiences. There are two methods of utilizing games in learning:
Game-Based Learning aims to turn education into a game. These types of games usually involve the creation of original games with learning outcomes embedded in the gameplay, called “serious games”. Examples include e-learning apps such as Prodigy or ClassDojo as well as sports for physical education.
Gamification is “the use of game elements and game design techniques in non-game contexts” (Werbach, 2015). Elements commonly found in games, such as points, leader-boards, and instant feedback, can be applied to problems in business, education, health and other fields (Werbach, 2015). Gamification of learning only uses aspects of game to enhance learning, without changing the foundational structure of learning. Examples include point systems such as Doulingo or AirMiles as well as crossword puzzles which are a gamified (more fun) type of quiz.
Opportunity Statement
Venture opportunities in Game-Based Learning and Gamification are available to publishers, game designers, instructional designers, inventors, educators, etc, with practically no age or subject restrictions. A diversification of gaming platforms and worlds expands the opportunity domain.
Prediction Source(s)
Educause – 7 Things You Should Know About Games and Learning
Werbach (2015) – Educause – Gamification
Online Colleges – Tech Trends for 2013
Every student has probably enjoyed playing a video game throughout their childhood. I’m particularly interested in learning more about how game-based learning can be successful in the classroom. Teaching game design principles and coding concepts are easy through game-based learning, but what about subjects like math, science, or languages? Making a game also requires some technology knowhows from the makers. What are those skills and how can we teach those skills throughout school?
According to a research report published by MarketsandMarkets Research Pvt. Ltd., ”the Game-based Learning Market size is expected to grow from USD 11.0 billion in 2021 to USD 29.7 billion by 2026, at a Compound Annual Growth Rate (CAGR) of 21.9% during the forecast period.” (2022). It is a fact that the GBL market is successful and is expected to be even more successful. The relationship between education and gaming is a significantly strong one since good games are designed based on solid educational principles. People of all ages a well-designed educational game. Moreover, playing or being challenged is an inherent human desire which has been successfully implemented in many fields especially education. So, basically, games are not ever going to be obsolete.
As a French immersion educator, I’ve used game-based learning and gamification for second language acquisition in class. These are two of the most engaging strategies for language learners. They are fun and students are motivated to play and to learn. From a professional stand point, game-based learning and gamification are two of the best ways to successfully reach out to the so-called “ net generation” and that is the generation that I see in middle and high school every school day.
The idea of gamification is something that has been present in all the MET Courses I have taken so far. Through personal experiences in my classroom, I have noticed a significant benefit for using gamification during lessons for concepts in which students normally struggle. Turning difficult concepts into gamified exercises both captured students’ attention easier and increased their mastery of the concept. I wish there were many more resources for teachers that assisted in creating or finding game-based learning opportunities across all subjects.
I really enjoyed studying about the benefits and challenges associated with Gamification in Education in the ETEC 544 course I previously took. Gamification can help to increase motivation in otherwise unmotivated students if used correctly and assist students in retaining information through repetition. With the implementation of digital games in the education system, there still remains much room for improvement. This is a learning space that I believe will continue to grow and evolve in the 21st Century classroom. I have used games like Kahoot in the classroom, and although classroom management can be a challenge, turning learning into games helps to promote a positive and engaging learning environment.
I feel very strongly that gamification and game-based learning is much more than a buzzword. I think, as educators, we can use this approach to tap into people’s innate curiosity and need for challenge, collaboration, and sense of accomplishment that can be found in elements of game-based learning.
I see a few fellow ETEC544 alumni sounding off here too and want to point out that a course like this was an extremely useful course in understanding the nature of the impact of game elements in learning scenarios. Of course, like any tool or emerging learning trend, it is important to use evidence-based and context-specific approaches to effectively incorporate games into learning.
Overall, games and play are an innate part of the human experience and a way that historically humans have gained knowledge. It’s an exciting area in education and one that I don’t think will go anywhere anytime soon.
Ever since I was a child, I always enjoyed playing board games, video games, and quiz games. This post stood out for me because I believe games and learning is one of the most opportunistic learning technologies in ESL. I have already started implementing games into my classroom. For instance, I had created a Bingo game for my Grade 6 ESL students. Each student had the infinitive form of different verbs in each box of their Bingo Card. I would then say the simple past form of a verb and each student then had to apply what they learned by circling the infinitive form of the verb if it was on their Bingo card. Based on my observations, when conducting the Bingo game, the students really get engaged with it and enjoy what they are learning at the same time. The infographic I provided in my classroom introduction also provide students with websites that have games. I look forward to creating my own ESL electronic game one day that will provide my students with engaging learning experiences.
Lots of talk about gamification at Trent – but I think we really need to partner eds and techies to really make this work. It’s unfair to push tech on teachers and turn us into teachers AND programmers.
Game-based learning could bring some revolutionary work to the field. The interactiveness of the games can enhance the overall learning experience and outcome for students. I have recently worked on a proposal of using game-based learning for students who requires Workplace Hazardous Materials Information System (WHMIS) training. Through game-based learning, the comprehensive yet complicated WHMIS handbook can be summarized and turned into an interactive game for students to understand the different parts of the handbook. It arouses students’ incentive to learn.