Let’s start with Gamification? That’s a complete misconception on what is gamification all about. Many people think Gamification is a branch of gaming, so what is Gamification really? Gamification is the craft of absorbing the fun and addicting elements in games (Game Mechanics) and applying them into real-world applications. According to one of a Gamification Guru Yu-kai Chou, gamification is a design process that optimizes for the human or “human-focused design” in the system, as opposed to pure efficiency or “function-focused design” of the system. Most systems are “function-focused” designed to get the job done quickly, however, Human-Focused Design remembers that people in the system have feelings, insecurities, and reasons why they want or do not want to do things, and therefore optimizes for their feelings, motivations, and engagement. Inside the games there are “objectives”, such as killing the dragon or saving the princess, or in Math Games like dreambox to learn/practice Math, but actually the main purpose of a game is than to please the human inside, to keep the player happily entertained. Through games we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials. In a nutshell gamification is a way to engage people by making something that’s not a game feel like a game. Gamification is a tool used to meet an objective and in education the goal is to enhance student learning. In my reflection, I would reflect on the use of one of the online Math programs, Dreambox learning to enhance our students learning, particularly in Math. Our school has been using DreamBox Lea... ... middle of paper ... ...unless people want to play”, there has to be a voluntary aspect on it. But overall, we feel that DreamBox is a good idea, and has a lot of things going for it. DreamBox may not change learning, but it clearly changes access to learning, and that's worth exploring. I know there are still lots of debates going on whether Gamification in Education is a fad or future? and whether it have places in our school? I can still see that there’s a lot of potential in the field of Education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification. If we can harness/utilize the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become winners in real game of life.
... games can also be used in education purpose. A FPS game called Re-mission was developed to help young cancer patients to understand and fight against the disease.
...s. One strong example is flappy bid! Remember how happy you were when you passed the first stupid pole thing! That sense of achievement! Now let us talk about the recreation theory. You ever think in life, you know what would be cool is if I got married today? What if I did this in real life where would I be? Well that’s what recreation is for. You play games like Sims. You play a life of a in game person and do what you want to do in your life. You basically redo your life or “recreate” it and make this in game person’s life awesome! Well you see people in this game feel happy doing something they might not be ever able to do. Like being able to be a thief in a game because you know in real life you would never do such a thing. Have you ever wanted to be a really fit person? Well in the game you can, so why not? See this is how recreation games appeal to people!
Some may also use historically accurate events to tell their plots. By working with the gaming community, educators can help create more historically accurate information about these types of games. Video games today can even improve critical thinking. Rhea R. Borja states that educational games have a large potential to improve critical thinking, help teach academic curricula, and examine what students learn. Though, it’s unlikely that schools will start investing in video games as a form of teaching, some educators are using video games as a learning tool (Video Game Play May)....
As we evolve into a more advanced species, so does our technology, and along with our overly advanced technology, comes video games. They’ve have certainly come a long way since they were first introduced to the main stream audience and have been slowly creeping its way into many daily lives, making them a lot more entertaining and less dull. Video games’ one and only purpose is to entertain. However, it is indeed true that everything is fun and games until somebody gets hurt, and that is exactly what has happened over the years in video games. With the help of our technology, being more developed than ever, video games have also become increasingly sophisticated and overall more close to reality than
“The objective of video games are to entertain people by surprising them with new experience” (Shigeru Miyamoto).Video games have been a leisure activity for many people around the world but for some people it has become a way of life. Video games help us escape everyday life and bring us to a land of imagination. That is why many people play video games because it is a great way to relieve stress. Video games have many benefits than just being fun. Not only are video games shown to have positive effects on the individual if used in the right manner, but it also helps to connect people with common interest; bring a sense of community. It is also a resourceful way to find a career path. The components
In support of the belief that video games benefit people intellectually, there is a claim that game play provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels). In partial response, video games cannot offer cognitive benefits because they do not offer real life lessons. Yes, game play may allow someone to gain knowledge that will later be applied to the video game, but there are no positive real world techniques to be obtained. Playing video games will not increase and individuals motivational skills. The defense is made that failure within video games is intended to serve as motivational tools, providing multiple chances to reach success (Granic, Lobel, and Engels). While the feeling of success may be prevalent when an objective is completed, this fe...
Achievements. These are what gamers strive for and it takes effort, time, and strength. Just like Sanic and sonic.exe with their lives and activities. Both seem the same with their hedgehog appearance and being fanmade, but they are further divergent than you think.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
Bedard (2015) takes an interesting approach to understanding motivation; she talks about gamification, which refers to the use of game elements in contexts other than entertainment. Businesses, she says, are increasingly “bringing game elements into the work place to motivate employees to engage in numerous kinds of efforts, from learning to creative idea generation to quality improvement” (Bedard, 2015, p. 43). It makes sense that games can serve as illustrations of motivation: people are drawn to playing games for a reason, and that reason is –often- to seek new challenges and become winners. Bedard (2015) uses the game Candy Crush Saga to analyze the different factors that motivate people; candy crush saga is a game that consists of a board
...the ideas that are taught in schools. Games also need to intermix instruction with demonstration. This is a big difference from the basic way of learning in school, which is memorize and regurgitate. Demonstrating shows the student what it looks like and they retain the content longer.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
Plus, they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they play their games. Video games are meant to have a feeling of adventure, enjoyment, and excitement. It helps the player to play video games without harm. Video games also help players relax after all of their work at school, jobs, or cleaning in and outside of their home....
One of the attributes of gamification of education is that it lends itself to reinvention. When innovation is reinvented within public schools, adoption was more likely to continue (Rogers, 2003). Gamification is a general concept and as such very tailorable to specific problem sets and is therefore highly amenable to reinvention. In the Practitioner’s Guide to Gamification of Education, the first three steps of the model all address the need to tailor (i.e. reinvent the innovation) the application of gamification to the specific problem set of the school. The steps of the model required that the target audience and context are understood, that learning objectives are specified and defined, and that the experience is structured to address the specific problems of the learner experience (Huang & Soman, 2013).
This week had the biggest impact on my professional growth. During this week, I learned that meaningful reflection is " the practice or act of analyzing our actions, decisions, or products by focusing on our process of achieving them (York-Barr, Sommers, Ghere & Montie, 2006). There are many benefits of reflecting in the field of education. The most influential is the effect that reflection has on the learning that your students gain. If a teacher meaningfully reflects on their practices they will create lessons to better impact students. According to Carol Ann Tomlinson (2003), “Teacher reflection inevitably attends directly to students ' need for affirmation, contribution, power, purpose, and challenge.” Each time a teacher reflects on their work, they empower their students to learn more. Students recognize their teacher’s reflection and mimic their behavior. I feel like learning about reflection impacted me most because it showed me that I should reflect on the good and the bad. Everything that I teach should be reflected on. The more that I reflect on my work, I will be closer to becoming an expert teacher. Reflection has the biggest impact on professionalism as a teacher. If I am willing to learn from my strengths and mistakes I will impact my students to strive to the best they