An ABC News Survey reported that 97% of young people play video games. (Irvine & Writer) With so many people thinking that video games are bad for children, why would we want to use games in the educational setting? First of all, gamification is not just about playing video or online games. As seen in my previous post, there are many other ways to gamify your classroom such as implementing badges, giving multiple chances, and using competition. However, if so many young people are playing video games on their own, why not focus some of our attention on what makes these games so popular and implement these same strategies into our educational system?
With such a high percentage of students already playing video games, it's obvious students are interested in the concept of gaming. If students are interested in it, their focus and engagement will increase. With increased focus and engagement, the learning will increase. In addition, students in a gamified classroom often become designers. This enables students to use higher order thinking skills, which also leads to a deeper understanding of the material. Increased learning and deeper understanding: isn't that what teachers ultimately want?
Of course there are many more benefits to using gamification in the classroom. The first reason we should gamify our classes goes hand in hand with increased engagement. If students are engaged and enjoying the activity, they are less likely to display disruptive behaviors. With less disruptive behaviors, more students are able to stay focused and engaged. The more engaged they are and the less disruptive they are, the more learning that's occurring. It's a win, win.
Another reason to try gamifying your classroom is the increased connections, both locally and globally. In the classroom students will be collaborating and encouraging each other to reach the next goal or earn the next badge. They will also be working together collaboratively to complete assignments, projects or quests. Outside of the classroom, students can connect with other players around the world. They could also team up with students in other classes from other schools to work collaboratively on projects or quests. They could also engage in some friendly competition which will increase their engagement. Many students are competitive by nature. They want to succeed and in a game setting will do whatever it takes to be successful.
The next benefit of gamification is increased opportunities to succeed. Students are given multiple chances just as they would have in a video game. This gives students the freedom to try and try again without fear. Without the fear of failure students will try new things. They won't always take the safe route. They will attempt to solve problems in new ways and be learning through the trials. We, as teachers, will get to see what they truly understand and can do while watching them on this journey.
Gamification can also help us as teachers give instant feedback. In a video game, you know instantly if something is working or not working. You can then adjust and try to find the best possible solutions. In the classroom students can also make these same kinds of choices. If something isn't working, they can adjust and try to find the solution that would work for the problem. As mentioned before, the fear of failure will be gone and they will be more likely to take the risks that lead to a deeper understanding.
Finally, gamification also encourages students to set personal goals. It enable teachers to celebrate successes of milestones not just of a final project. This will increase students' sense of accomplishment. They will grow in confidence and work hard to achieve the next milestone, which ultimately leads to more learning.
Gamification will make students want to come to school for many reasons. Mostly, though, they will think school is fun. It will also make teachers want to come to school for many reasons. Mostly, though, because they will be helping their students become lifelong learners. Gamification is a way to win in education.
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