Source: Research: J.F. Vogel, D.S. Vogel, J. Cannon-Browers, C.A. Bowers, K. Muse, M. Wright. Computer gaming and interactive simulations for learning: a meta-analysis. Journal of Educational Computing Research, 34 (3) (2006), pp. 229–243. classroom instructional strategy
Hi. My name is Ashley, and today's lesson is titled Gamification Application. In today's lesson, we will look at the 24 components of game theory. Then we'll see what research says about gamification. Lastly, we will discuss why gamification should be used in the classroom.
What are the components of game theory? There are 24 aspects of game theory. There are achievements, appointments, behavior momentum, blissful productivity, bonuses, cascading information theory, combos, community collaboration, countdown, discovery, epic meaning, free lunch, infinite gameplay, levels, loss aversion, lottery, and ownership, points and progression, quests and also reward schedules, status, urgent optimism, and morality. All of these components consist of the game theory.
What does research say about gamification? Research says that students who are engaged in educational games and simulations had increased cognition compared to others who were not. Why use gamification in the classroom? Gamification enhances the learning experience in many ways. Gamification increases enthusiasm and engagement.
Students are more motivated to learn through games and the awarding of points. It increases collaboration and communication among peers. Students are more creative, and many of the activities involve critical thinking.
Through rewards on mastering content, gamification increases student confidence, as well as performance. With gamification, you can actually teach kids that failure is an option if you learn from it. The acronym FAIL, F-A-I-L, means first attempt in learning, meaning you might fail the first time you try it. But if you learn from it, then your failure can be turned into success.
What did you learn today? In this lesson, we looked at the 24 components of game theory. We also learned that research says students who are engaged in educational games have increased cognition.
And, lastly, gamification would be very beneficial in the classroom for many reasons. It elevates the classroom to a higher level by increasing engagement, communication, and collaboration, and critical thinking. To dive a little deeper and learn how to apply this information, be sure to check out the additional resources section associated with this video. This is where you'll find links targeted toward helping you discover more ways to apply this course material.
Overview
(00:00 - 00:10) Introduction
(00:11 - 00:29) What will you learn today?
(00:30 - 01:35) What are the components of Game Theory?
(01:36 - 01:55) What does research say about Gamification?
(01:56 - 02:51) Why use Gamification in the classroom?
(02:52 - 03:22) What did you learn today?
(03:23 - 03:40) Reflection
Gamifying learning experiences: Practical implications and outcomes
Research findings suggest that gamification improves students' overall achievement on content knowledge, but that teachers must balance their use of gamification with opportunities for application and written response. This article provides a more complete picture of gamification.
https://www.sciencedirect.com/science/article/abs/pii/S0360131513000031
Mr. Gonzalez's Classroom: Gamification
In this blog, one teacher journals his experience with gamification and offers tips and resources for other teachers. Included in his journal entries are practical resources, links, and suggestions for teachers considering gamification in their classrooms.
https://currents.dwrl.utexas.edu/2010/keramidas_what-games-have-to-teach-us-about-teaching-and-learning/
What Games Have to Teach Us About Teaching and Learning: Game Design as a Model for Course and Curricular Development
This article from the University of Texas has important thinking points for unit and lesson development in a gamified setting. The article outlines and explains the six features of games that should be considered when gamifying any lesson. In addition, the author connects the use of gamification back to the theories of John Dewey.