Thursday, May 16, 2019

Gamification – How can gamification and the use of computer games be used to enhance learning in the classroom?

Gamification is basically bringing a game into the classroom to enhance non-gaming skills such as engagement and participation.
Children love to play games so why not as educators don’t we used what they are already interested in to engage them in lesson that is going to teach them essential skills for adult life. Gaming is littered with creativity that children are really enjoying so why not use gaming in the classroom. The main issue within education is people are afraid of change, although education claims it has changed, since my parents were in school there has been no real big changes that can validate that. It is time for change and it is time to use the recourses around us for the good, if children are interested in something, use it to your advantage and create an activity that’ll easily engage the student is something they enjoy outside of the schooling environment while they learn vital skills. Nothing is wrong than children enjoying education, what I actually think is wrong is forcing student to sit at a desk and learn when they could be actively learning and enjoying themselves. Education for some is a very small but incredibly important part of their lives, there is no harm using this time for the children to enjoy themselves while learning. Think about it, would you even as an adult prefer to play and game rather than sitting at a desk? Just because children are enjoying themselves doesn’t mean they are not learning and if we as educators can make there time in school fun and meaningful why wouldn’t we do that. Classcraft Studios found ‘’by the time kid are 21, they’ve played 10,000 hours of video games, the same amount of time they’ve spent in school’’. (2019).

Below I have included a video of a teacher called Scott Hebert, talking about the power of gamification in education. This video really hit hard for me with the realisation of the current day education and how much it needs to develop to help our future generation.


‘’The biggest unused resource in school is the students, we will ask everyone bare the students about the education we are teaching them.’’ (Hebert, S. 2019). This statement is incredibly true, we go off the recommendations of people who have no hands on input in education yet we ignore the people going through it. Why? Why would we do this? When they are the people having the hand on experiences in how they are being educated. Herbert carried out an experiment within his classroom, he stripped his classroom and allowed the children to design their own classroom.

Take Minecraft for example, children do not need instructions to play to game, they can create a small building and each time they complete one they want to do it again bigger and better, so why not take this and used it within education?. Gamification is basically using a gaming app within education.
Although I haven’t had the experience in gamification within the classroom myself, I have seen first had how exciting and engaged in lesson it gets children. There is a large age gap between my siblings and I and seeing the education they have no compared to when I was going through school is incredible. The enthusiasm in which they come home with when they have participated it a fun and engaging lesson really does go to show how gamification can engage students. While my brother was in school the teacher constructed a lesson around Minecraft and at the time my brother was obsessed with the game, he’d come home from school, go straight on his computer and we wouldn’t see him until it was time for tea. Using the idea of using a game the children were interested in really shocked me when I first heard he was playing Minecraft in school. Only now I look back have I realised how much that lesson impacted my brother as he was so interested in the game outside of school.
Although there is some huge positives around using gamification in school to engage the students, but it does bring up the issue of keeping the children safe when the are online. Due to the children using online gaming in schools it is going to higher the risk of online safety for the children and become more of  priority to ensure the students are aware of online safety.

Classcraft Studios LTD. (2019). Why use gamification in education?. Online at: https://www.classcraft.com/gamification/.  [Accessed 21.02.2019].

Hebert, S. (2019). The Power of Gamification n Education. Online at: https://www.youtube.com/watch?v=mOssYTimQwM. [Accessed 19.05.2019].

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