John Dewey, progressive educational theorist, believed that children have a natural drive to experiment and discover through play (1910). He suggested that inquiry takes place naturally during play. However, school feels like work to a child, and this does not inspire a child's curiosity or interest. Dewey posited that school should look more like the "real world" in order to allow children to inquire, discover, and learn through play (1910).
Jean Piaget, the Father of Constructivism, understood that play is vital in a child's cognitive development. He proposed that play changes as children age to become more abstract and social, thus activating different schemas and allowing children to create worlds of imagination and creativity (Piaget, 1962).
Lev Vygotsky, the Father of Social Constructivism, introduced the ideas of a Zone of Proximal Development and scaffolding of learning. He, like Piaget, also believed play to be central to a child's development. Vygotsky (1978) famously stated, “In play a child is always above his average age, above his daily behavior; in play it is as though he were a head taller than himself. As in the focus of a magnifying glass, play contains all developmental tendencies in a condensed form" (1967, p.16). Thus, children are able to stretch beyond perceived abilities for their age when social play, that is at a "just challenging enough" level, is involved.
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James Gee, sometimes called the Godfather of Game-Based Learning, stated, "When we think of learning we think of work. Games show us this is wrong. They trigger deep learning that is itself part and parcel of the fun. It is what makes good games deep" (2005, p.15). He posited that the principles of good video game design could be applied in classrooms to help students learn and enjoy learning.
These principles include (Gee, 2005):
Good video games empower learners
Good video games provide well-ordered and increasingly complex problem solving
Good video games help players understand how things fit together (system thinking)
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Judy Willis, neurologist and educator, is an advocate for the use of gamification in classrooms. She explained that the video game model of learning allows students to move quickly through what they already understand (the easy levels), thus avoiding boredom, and onto their appropriate level of challenge, which is more interesting, motivating, and enjoyable (Willis, 2011).
Click here to read Judy Willis' explanation of her research on video games and dopamine motivation in learning.
Katie Salen describes the power of game-based learning. She gives us a glimpse into a school (Quest to Learn) in New York that was designed around using games as learning systems and leveraging the digital lives of kids.
After engaging with the links and media on this page, what are your thoughts on the value of game-based learning and gamification? Navigate back to the course blog and add your thoughts to our discussion section for this week. We are excited to hear your questions, thoughts, and your own experiences with gamification and game-based learning.