Here is one of the many words that bring a smile to our faces “Games”. Now who doesn’t like playing games? This is one medium that keeps us engaged and stimulates us physically and mentally. Gaming doesn’t have to be only technologically driven but can also be a physical activity. How many hours have we played a game of hide and seek, football, cricket or even games that we invented making up our own scenarios with dolls or cars or playing house with friends and family?
Games date back to the ancient human past. It is the oldest form of social interaction. It is a formalized expression of play which allows people to go beyond the immediate imagination and direct physical activity. It captures the ideas and views of worldwide cultures and passes them on to the next generation. Games were important as cultural and social events, as they were the teaching tools and markers of social status. Games like GyanChauper and The Mansion of Happiness were used to teach spiritual and ethical lessons while Shatranj was seen as a way to develop strategic thinking and mental skills.
The present generation has a variety of mediums to choose what games they want to play. Age old games such as chess, checkers, tic tac toe, monopoly now not only have the board game version but have it on iPad, computers and gaming consoles.
What is Gaming?
It is the running of specialized applications known as electronic games or video games or game consoles like the X- box, Playstation or personal computers. The term “Gaming” originated from the word “Gambling” although most electronic games today do not involve gambling in the traditional sense.
Gaming in classrooms
Classroom games add flair and student engagement to difficult but necessary tasks, like teaching math, grammar rules and vocabulary, reviewing tests or even completing lab experiments. It adds an element of competition and energizes students.
More and more games are being introduced in classrooms. It focuses on using “thinking” to turn an otherwise mundane task into something that engages a student and perhaps making it competitive.
GAMES + EDUCATION = GAMIFICATION
Classrooms are primarily for learning. A bored student is less likely to grasp or focus on what the teacher is trying to teach. Engaging and motivating a class of students can be challenging. Each individual has different levels of understanding, some might grasp a concept easily and quickly but others might take more time. This is where the introduction of gaming in classrooms comes into play by improving a student’s engagement, productivity and enthusiasm for what the teacher has to say.
Parents and some old school teachers believe in sticking to the more conventional methods of teaching as they think that sticking to the tried and tested rules of teaching produce greater results compared to introducing gamification which would just be a “digital distraction”.
Teachers are looking for an upgraded educational format that would hold the students interest. Video games are playing an increasing role in the school’s curriculum. Some educators vouch that gamification in education is the future which will allow students to take an active role in learning and also develop technology skills they need to succeed throughout their academic and professional careers.
The Quest to Learn public school in New York City offers a glimpse of how gaming is already transforming not just how students learn but also what they learn. The school has been modelling their curriculum around video games design since they opened their doors in 2009. It focuses on multifaceted challenges which might result in more than one correct answer that lets the students explore different solutions by making choices along the way says Ross Flatt assistant principal at the school.
Alan Greshenfeld, co-founder and president of E-line Media a publisher of computer and video games and a Founding Industry Fellow at the Arizona State University’s Center of Games and Impact says “Games are also uniquely suited to fostering the skills necessary for navigating a complex interconnected, rapidly changing 21st century”.
Games in the system
Minecraft a digital game requires players to build various structures out of cubes. MindcraftEdu is a version created by teachers for classroom use. It contains many additions to the original game that make it more useful and appropriate in a school setting. Many lessons and activities are available for free, and there is a vibrant, active teacher community exploring the uses of the game.
Another example is SimcityEdu which is a game based assessment and learning tool for middle school learners. It covers Common Core and Next Generation Science Standards. Educators use this wonderful tool to help their students get a superior- quality learning experience.
The Airforce uses piloting simulations to teach pilots in training how to fly airplanes. These simulations are meant to prepare trainees to handle the plane in any real flight condition at the same time preventing any loss of life in the process. The pilots could crash in a simulation, but can learn what mistakes have been made and correct it, re-set themselves and start again.
Students learn new concepts or ideas through the process of gaming , take on a different perspective, or experiment with different options and variables. Gaming provides a context for engaging practices. Students need a lot of practice to internalize important vocabulary and structures. While gaming, students develop a variety of connections with the content and can form positive memories of learning. Games usually follows a certain model and can create a certain level of frustration in the player, however this does not deter them from playing the game but motivates them to continue to play and improve their skills.
Amidst an increase in the usage of video games in classrooms, educators are questioning whether or not video games can work within Common Core Standards. From a Psychological perspective this makes perfect sense. Teachers have been using games for ages. A quiz in English or a question and answer session in science for points. These are the kind of activities that get kids excited and have fun while learning. Human emotions are linked closely to memories and using teaching methods like video games evoke emotions that are more likely to “stick” rather than to be forgotten easily. Analysis show a 12% increase in learning outcomes that combines game based and traditional instruction. As more successful case studies are published we will most likely be able to witness an increase in game based teaching.
Jessica Lindl, the Executive Director of GlassLab says that the educational gaming industry is currently a $1.55 billion industry and is forecasted to reach $2.3 billion by 2017.
Games are here to stick around, with dedicated developers like Amplify, TeacherGaming, GlassLAb, Serious Games, GameGurus, and many others, there is a lot of world class talent working in the industry to develop and improve games in the field of learning. Beyond teaching, video games can also offer how well a child is learning and can show us visual displays of this information. It provides instant feedback typically through scores and can be used to determine how well students understand what the games are trying to teach them.
Human minds are plug and play devices; they are not meant to be used alone. They are meant to be used in networks. Games allow us to do that- they allow us to use collective intelligence. Kudos to advancements in this sphere and hoping our educational institutions will stand up and take notice.