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Gamification and Game-Based Learning have recently become "BUZZ" words in education. There are many research articles that explain these in-depth. However, many educators are unaware of the positive outcomes of using these in their classroom whether it be fully F2F, Hybrid, or fully Virtual. Although both terms are used interchangeably, each has its' own definition. Gamification "adds" game-like elements to the learning environment. Game-Based Learning uses "actual" games in the learning environment. Both topics have shown, that when used in the classroom, there is an increase in student motivation and learning outcomes. "Gamification is an innovative approach to learning, as new technologies and applications are continuously emerging, it is still developing." (Al-Azawi et al., 2016)
Modern-day students are entering schools with a much different profile than students have in the past. Many people term modern-day students as "Digital Natives". Since technology is rapidly evolving, so are our students. "In order to work with this evolution of 21st-century learners, the approaches of Gamification and Game-Based Learning (GBL) appear to be the learning strategies much needed to engage and motivate the students." (Figueroa-Flores, 2016). The purpose of this innovation is to give educators a teaching strategy to meet the needs of 21st-century learners.
The technology and resources involved with gamification and game-based learning vary dramatically depending on your vision and desire.
There are many free gamification and game-based learning platforms that are free but there are also many that cost (for a subscription).
Some examples of free game-based learning websites are: Alba: A Wildlife Adventure, Werewolf , March Mammal Madness, Duolingo, Second Life, Coursera, Brainscape, Kahoot, Credly, Open Badges, and Tophat.
If a district has an Office 365 Education account, Minecraft Education Edition is free. Minecraft Education Edition is a game-based learning platform that has all the features of effective game-based learning. According to (Gamification and Game-Based Learning 2018), "Most games feature elements such as rules, goals, interaction, feedback, problem-solving, competition, story, and fun (see Vandercruysse, Vandewaetere, & Clarebout, 2012). "
Regardless of which platform you choose, you may or may not need a subscription. Also, students need access to a device to download the app. Schools that are not 1:1, will need some type of device for students to access. Whatever device is chosen, Minecraft will work on Windows, Mac, Ipad, and Chromebooks.
Wireless internet is also needed to access Minecraft. School buildings will need to be sure there is wireless within the building.
Although not required, student headphones are helpful when working on Minecraft (or any other game-based platform). Headphones are a teacher and/or student choice.
Lastly, schools would need to dedicate time for teacher professional development with Minecraft. The tutorials are free but teachers need time to navigate Minecraft and learn about all the features.
The knowledge and skills students need to participate in game-based learning (I am using Minecraft as an example), is understanding how to use the mouse on a computer and students must also know their email address (If using Minecraft for education), students that have an Office 365 account will need to log in with that account in order to access Minecraft. Email addresses use the "@" sign and many students do not know where this is located. Educators will also need to teach students how to hold down the "shift" key as well as the "2" key. This will type in the "@" sign.
Also, students must know how to "control" the view in Minecraft. You have to use both hands but, the left hand is used on the keyboard and the right-hand uses the mouse. This skill needs to be taught ahead of time so that students have a smooth transition into Minecraft.
No matter what lesson is used, the students will be immersed in creativity, collaboration, and problem-solving. The students will be asked to accomplish whatever task the Minecraft activity is. For example, this example lesson is for 3rd graders and learning about repeated addition:
Within this lesson, students are asked to:
Students will be able to write equations of repeated addition and multiplications after viewing visual models.
Students will be able to build and explain a Minecraft math model after viewing an equation.
Students will be able to critique and analyze the work of others.
As with any new resource, students need to have tutorials and/or "walk-throughs" of how to complete the project. Whenever introducing students to any new platform, "onboarding" is the first thing I do. I have included links below to the Minecraft tutorials. Before beginning this project, I would view these tutorials with students and pause at any point that students run into a roadblock to problem solve. Once these tutorials are viewed together, you can then begin the assignment.
Getting Familiar with Minecraft Education Edition
Games offer an environment intentionally designed to provide students with optimal experiences by means of various gaming mechanisms and dynamics. Games make students perform better in a way the real world does not.
Creativity, collaboration, and problem-solving are all skills that students will need in life no matter their career path.
According to (Ford, 2021), some of the disadvantages of gamification and game-based learning are:
1. Decreases Student Attention Span
Critics of gamified learning believe that the fast pace and immediate feedback creates a problem with student attention span. Students may begin to expect the same kind of responses from all parts of their education and won’t find it, leading to frustration.
2. Cost
The costs of gamified learning are varied based on the type of system you are using. There may be equipment costs, software costs, and training costs for instructors. Sometimes these costs are passed on the students through registration fees and course codes that must be purchased, creating a higher barrier for entry into the classroom. There are often support or maintenance related costs for system that are delivered online or are hosted in your campus environment.
3. Student Assessment
When choosing a game it is not often clear how the results of the game will tie into your course assessment. While most games have a built-in way to track progress, you will need to find a way to translate the student’s game progress into fulfill objectives. It is not always easy to find a good fit between the games on the market and your course materials so this can be a time-consuming process.
4. Game Logistics
Many times, setting up a game for your course requires a lot of prior planning and logistics. Questions you need to ask are: Will students be able to play the game at home? Is there an additional cost if they use it outside of the classroom? Are there are enough computers available for students to play the game in class? Do I want to use class time for students to play the game? Most of the time you will need to sit down and play the game yourself all the way through, which can take about 40 hours, before you fully understand the game and objectives.
Many instructional strategies are include in gamification and game-based learning.
Gamification
Webb's DOK
Group Work
Higher-Order Questioning
Inquiry-Based Learning
Direct Instruction
The possibilities for this innovation are endless. Some of the "main" possibilities are:
Transferred to other teachers:
Students that are in special science (a special within my district) can continue to use their platform to work on other lessons in special science.
Subject Content:
Since my district is an Office 365 district, every student and teacher can use Minecraft for education. If other teachers choose to use this platform, students can access their accounts within that class and work on other lessons. Each lesson will be saved to their profile.
Different School Settings:
If students were to move to a different school within the district, their account will move with them and they can continue to access the platform from that school (If the teacher uses it within their teaching.)