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Game-Based Learning Overview

Games involve engagement, interactions, problem solving, feedback, competition and excitement. Game-based learning (GBL) is a method of teaching that utilizes the power of games to promote an engaging, fun and meaningful learning experience to the learner.  

One of the most important features of a game, when it comes to education, is the intrinsic motivation that the player experiences. Intrinsic motivation is viewed as rewarding in and of itself. Most students, if given the option to read an article or play a video game, would likely choose the video game. This provides a learning opportunity that does not require the educator to instill motivation within the student.

Another important feature about games - video games especially - is that they allow constructivist learning. This style of learning allows the learner to engage with the content on their own terms as opposed to passive instruction from the teacher (Barr, M. 2019).  

Participation

The engaging nature of digital games increases the level of student participation and fosters attentive behaviour.  The stronger desire to participate lessens the demands of the teacher to promote the willingness to learn.  

Community

Games produce a fun learning environment that can promote inclusivity and meaningful collaboration amongst students.  The options of playing single-player or multi-player games allow for teachers to choose which option better suites the needs to the students.

In-Game Assessment

The real-time feedback built in to the video games allows students to subconsciously assess themselves and make their "corrections" promptly.  To progress within a game demands the user to improves their skillset.

André Thomas is has much experience in the world of game-based learning (GBL).  In this video, André expresses the importance of making the learning process fun and engaging, something that GBL does better than the traditional learning method.  He uses examples of educational games that have been successful in teaching various subjects and claims that they regularly result in improved student performance.

In this video, speaker Kris Alexander shares a childhood story to explain the important balance between the three core ways that students take in information: audio, text and video.  He goes on to explain the cognitive overload that students face when these core means of learning are not fulfilled.  Kris suggest that video games are designed in ways that harmonize these three components and provide the conditions necessary for learning.  He also provides an interesting example of a time when he "tricked" his students into learning complex concepts in history, sexism, racism, and corporate culture.

 Why Use Game-Based Learning 

Game-based learning has gained popularity in educational circles due to its ability to capture the attention of learners, promote critical thinking skills and increase the retention of students in more creative ways. Students who learn in these fun and exciting ways may be more open to retaining knowledge than traditional educational strategies. When they are playing, collaborating and learning through experience, students are game (pardon the pun) for anything! It is imperative that students are also able to demonstrate their ability to cooperate with others to achieve their goals and games are a perfect way to achieve this. I believe that Lev Vygotsky’s social constructivism works best with this form of education as the social interaction through game based settings is an integral part of learning (Powell & Kalina, 2009). Vygotsky believed that play was essential to a child's development which is why it's important to implement games in educational settings. Game-based learning provides an environment where failure is not the end but instead a part of the learning process. It encourages students to take risks, explore different strategies and learn from their mistakes. It also fosters resilience and adaptability, skills that are crucial in today’s rapidly changing world. Games can be tailored to cater individual learning styles and paces, ensuring that all students, regardless of their abilities or backgrounds, have an equal opportunity to learn and succeed. The integration of games in educational settings not only makes learning more enjoyable but also more effective, fostering a love for learning and promoting the development of essential life skills. (Powell & Kalina, 2009). 


 Introducing Our Two-Man-Crew!

Player 1  

Nik Ottenbreit 

Nik teaches Math and Science at high school in the North Vancouver School District.  He has had success using game-based learning in the classroom and hopes to spread this enthusiasm. He is excited about the future of education technology and looks forward to exploring new ways to bring game-based learning into his teaching.

Player 2 

Carlo DeFazio 

Carlo is a Grade 7 teacher in Burnaby, BC, and has been in education for 15 years. He enjoys working with younger students and believes that game-based learning is integral for student success. Through the MET program, Carlo has been able to bring new and exciting ideas to his classroom and he looks forward to discovering more this semester!