Digital “Gamification”
in the Classroom: A Growing Teaching Trend
By Marcus A. Hennessy,
CEA (ret)
Marcus Hennessy writes to explain a new trend in education. He writes and explains how game consoles are being integrated into the classrooms in order to extend learning. Hennessy writes, “A middle school in New York applies The World of Warcraft (WoW) in-School Project to bolster at-risk students’ skills in digital literacy and leadership.”
With
technology growing and becoming the new focus in our lives, it is important
that we utilize it in order to maximize teaching. It lends creativity and
engagement to the learning process. The Joan Cooney Center released a survey of
505 American teachers who are implementing “educational gaming” into their
classrooms, and found that 60 percent of the teachers believe that the game
systems are fostering collaboration and a deeper understanding of new content
areas. 70 percent of the teachers believed that the gaming systems motivate
struggling students within the classroom. Another 60 percent of teachers
believed that the digital games help to personalize and to differentiate
instruction. They are able to work through the lesson at their own pace, while
instead of unlocking levels, students are able to unlock different content
areas and further explanations.
The use of
educational gaming has increased within the past decade, alluding to the term “Gamification-
The use of integrating digital games into the education systems.” Several
benefits have been noted of “Gamification”. Gaming makes boring subject areas
more fun and engaging for all students, and it increases and encourages student
performance (students are eager to show off what they know). Gaming provides
teachers with a digital way to track student progress and offers immediate
tangible rewards like certificates.
However, not
all educators are embracing “Gamification”. Some educators argue that the
students are showing difficulty when transferring the gaming skills to
standardized and paper based tests. Another down fall is that at this time,
teachers are often paying for these games out of pocket, which can quickly become
a burden.
I think that
“Gamification” would be a great way to get students involved in the learning
process. This could be incorporated into our scheduled computer lab time each
day, or even through small groups. I think the trouble is creating the games in
ways that appropriately assess each learning standard. Another downfall, as
mentioned in the article is the cost. As a teacher, I would not want to pay for
these games, but it would be great to ask as PTA grant or create a technology
fund to fund the gaming consoles. We could even get a few systems for each
school or grade level to be checked out as it would be a learning process.
Our students
are surrounded by gaming consoles. I think that it would be a great idea to incorporate
something they are so familiar and comfortable with into our classrooms. In
science we could use the consoles to outline the rules and procedures before
creating the experiments. Virtual experiments could be tracked using trial and
error, and students could easily record their findings. I think that “Gamification”
would be a neat advancement in the world of education.
I would love to see this in action, and to see the content of the games. I have to question the rigor and content that would be available through games. I can see the appeal to students, but would be concerned that they would become too dependent on this type of learning.
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