Games rewards and educational applications - 6 views
-
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
-
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.
-
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).
-
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.
-
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.
-
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.
-
-
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.
-
The motivation to persevere is the brain seeking another surge of dopamine -- the fuel of intrinsic reinforcement.
- ...7 more annotations...
-
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?
- ...10 more comments...
-
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?
-
Thanks everybody for sharing such great websites. I will start using some of them with my students.