Games rewards and educational applications - 6 views
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The popularity of video games is not the enemy of education, but rather a model for best teaching strategies. Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product
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Lupita Sanchez on 24 Feb 13Juan I agree with your statement on how video games is not the enemy of education. Video games IF used properly can assist students in an educational way. Video games as well as other techniques have been used to help students learn. However, as students use methods they are familiar with. As teachers we must challenge ourselves to learn in the same method to provides students real and authentic experiences. Very good statement.
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Juan Betancourt on 27 Feb 13Another point to make is that there are similarities between pbl and educational gaming, in both the students take ownership of their own learning. The difference is probably that the game would have to be more involving for both the teacher and the student. The concept of points or levels would be also more acceptable to students rather than a rubric (clam total in Whyville).
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Dara Cepeda on 04 Mar 13True, video games are not the enemies, they actually help the student to learn in an engaged and fun way. Students are used to video games. Their world is almost virtual and they know every little move when it comes to video games. Why not let them learn in their language? We, the teachers, should learn and explore this "new" methods of learning through video games. In fact we should create a video game at the end of a unit so students can review for the test. They would be more engaged in the learning.
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Edna Orozco on 06 Mar 13I've read about some games that I can use in math, 1) LURE OF THE LABYRINTH: LABYRINTH is funded by the U.S. Department of Education with a primary goal of enhancing pre-algebra mathematics learning, and a secondary goal of improving literacy. 2) MOLECULAR WORKBENCH provides interactive, visual simulations to aide in teaching simple and complex science concepts, such as dynamic molecular structures. 3) SIMCITY: the objective is to design and create a thriving, sustainable city. 4) STARLOGO: The programming possibilities are seemingly endless, and numerous teachers in math and science have created an array of applications with it.
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Cristina Pintor on 14 Mar 13When used properly, games are not enemies of education, on the other hand, they may enhance the lesson and provide opportunity to participate in challenges that at the end will improve students' mastery of the objectives.
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n humans, the dopamine reward response that promotes pleasure and motivation also requires that they are aware that they solved a problem, figured out a puzzle, correctly answered a challenging question, or achieved the sequence of movements needed to play a song on the piano or swing a baseball bat to hit a home run. This is why students need to use what they learn in authentic ways that allow them to recognize their progress as clearly as they see it when playing video games.
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The motivation to persevere is the brain seeking another surge of dopamine -- the fuel of intrinsic reinforcement.
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When learners have opportunities to participate in learning challenges at their individualized achievable challenge level, their brains invest more effort to the task and are more responsive to feedback. Students working toward clear, desirable goals within their range of perceived achievable challenge, reach levels of engagement much like the focus and perseverance we see when they play their video games.
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Gamers reportedly make errors 80% of the time, but the most compelling games give hints, cues, and other feedback so players' brains have enough expectation of dopamine reward to persevere.
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The games require practice for the specific skills the player needs to master, without the off-putting requirement to repeat tasks already mastered.
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One way to help each student sustain motivation and effort is to shift progress recognition to students themselves. This can be done by having students use a variety of methods of recording their own progress toward individualized goals. Through brief conferences, goals can be mutually agreed upon, such as number of pages read a week (with comprehension accountability), progression to the next level of the multiplication tables, or achievement of a higher level on a rubric for writing an essay.
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I've found that for students who have lost confidence to the point of not wanting to risk more failure, it is helpful to start the effort-to-progress record keeping and graphing with something they enjoy, such as shooting foul shots or computer keyboarding speed and accuracy.
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Compared to an adult brain, a young brain needs more frequent dopamine boosts to sustain effort, persevere through challenges and setbacks, and build the trait of resilience.
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As students use visible models to recognize their incremental goal progress, they build the executive function of goal-directed behavior.
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How I incorporate games into my curriculum? Well for my 2nd graders I use Brain pop and Brain Pop Jr. to elaborate on my lessons and have them take turns (popsicle sticks) answering the questions on the online quizzes. They love it because they are engaged with the cartoon animated videos and at the same time reinforcing the objective that was just taught.
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How can you incorporate games to your curriculum? What are the rewards you could use? What are the results of lesson mastery and engagement when using games?
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Definitely video games aren't the enemy, if anything, I think it's one of the greatest educational models that allows application, analyzing, and even synthesizing of skills. It makes peer tutoring possible, it allows participant take control of their learning, and is one of the greatest intrinsic motivators around. If anything, we should be jealous.
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Great article, and with the fact that "Dopamine is a neurotransmitter that, when released in higher than usual amounts, goes beyond the synapse and flows to other regions of the brain producing a powerful pleasure response" that alone is the motivator for our young children. I concur that a student is highly motivated with any and all video games, but as with everything else there are cons. An educator must progress monitor and individualize instruction, eventually teaching our students to monitor their own progress with their assignments and get that dopamine feeling for achieving those goals, as they do when they reaching certain stages in a game. I believe that video games are very popular, and definitely a motivator for any lesson. I incorporate the use of iPads to stimulate their learning by assigning research or having students listen to a video (in lieu of direct instruction) then follow directions to complete an assignment. The mere fact that they are taking the iPads and gravitating to their favorite place in the library on their own, is a strong motivator in itself. The results are that they are excited, and that assignments are completed fairly quickly. They are not "bored"
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I myself am a life long gamer. I try and incorporate games into my lessons when I can. The hard part for students sometimes is when to put the game down and get on with the lesson at hand. Some students get fixated on a game and can not put it down and then their studies suffer. I would like ot learn more on how to insert more games into my lesson.
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I've read about some games that I can use in math, 1) LURE OF THE LABYRINTH: LABYRINTH is funded by the U.S. Department of Education with a primary goal of enhancing pre-algebra mathematics learning, and a secondary goal of improving literacy. 2) MOLECULAR WORKBENCH provides interactive, visual simulations to aide in teaching simple and complex science concepts, such as dynamic molecular structures. 3) SIMCITY: the objective is to design and create a thriving, sustainable city. 4) STARLOGO: The programming possibilities are seemingly endless, and numerous teachers in math and science have created an array of applications with it
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I have used some of the following games to enhance the lessons: 1. The Cisco Binary Game for them to practice in computer the translation between decimal numbers and binary. I'm currently holding a contest on who can get the top score to get some extra credit points. 2. The Cisco Packet Tracers is an interactive game in which they guide their character as he battles in cyberspace to get from destination a to b. 3. Whyville will be used the way we used it in class. Experiment with different games to earn clams. Ultimately the clam total will be the basis for their grade. 4. City One is game that shows how to sustain a city that faces different problems. 5. http://www.arcademicskillbuilders.com/games/ Site for elementary games. 6. Timez Attack a program for using addition, subtraction and division. 7. http://tux4kids.alioth.debian.org/index.php Typing, Math and Paint free programs for elementary and Jr. High kids. 8. Webonauts is a game that can be used for elementary and Jr. High students to introduce them to media literacy and citizenship
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One way I use gaming in my classroom is by using the program Study Island. This program incorporates games online with concepts my students are learning in the classroom.
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Juan, I would have to begin by saying that I am a firm believer in "playing to learning" and "learning by playing". Whether I incoporate a technology game or a traditional game, I am always "playing" in my classroom. I love to see my students get excited about learning and that is exactly what games do, they build excitement! The online games I utilize are endless, but here is a brief list: *internet4classrooms.com: a variety of games, lessons, and interactive white board activites for all grades levels. I usually allow the students to select a game of their choice that is related to the content being taught. *iknowthat.com: a variety of games. I assign a particular game and allow the students to play individually or in pairs. *mathplayground.com: great games and videos to reinforce math concepts *neok12.com: great list of science videos and games. I usually project the videos and then allow the students to participate in a corresponding game using the whiteboard. *mangahigh.com: great math site. The games are very engaing and provide the students with a challenge. *reflexmath.com: excellent way to build math fact fluency *spellingcity.com: an excellent source for practicing spelling words In closing, I would have to say, that my students really love the "Fling the Teacher Games", so I frequently search for them online and use the whiteboard to play them in the classroom.
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On the subject of traditional games, this past semester I created some bingo (chalupa, loteria) playing cards to introduce computer parts to the students. They loved it and were really entertained by it.
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Games can be a great resource to education. What is the best though is when AAA publishers get involved. The Valve game company recently put out an educational version of its popular Portal game. Making the game itself free to teachers and students along with tool to create new puzzles to teach math and physics concepts. www.teachwithportals.com
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Think Through Math is one site I use for indivual games. My students really enjoy Hooda Math and I use Brainpop's game for the whole class. I can definitely see the instrinsic reward system going on. They want to do well to "win", they're having fun and learning in the process. Some of the sites the District subscribes to (Stemscopes, ICORE, Think Through Math) track student mastery. I am able to set up lessons that include instruction as well as games and set a mastery level that must be met before going on to the next level. This is a great help. Regarding traditional games - bingo is still a big hit and a great way to reinforce multiplication, division, vocabulary, etc.
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How can you apply the gaming concepts to your curriculum? Can you reinforce or make the lesson completely a game? What about grading the results of playing an educational game? What options are there out there for you that you can apply today? What have been the results in student involvement and engagement?
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Thanks everybody for sharing such great websites. I will start using some of them with my students.