Engaging with purpose: Game-based learning
Engaging with purpose: Game-based learning
By Brendan Ward and Wesley Anderson
July 18 ,2022
Summary
Recent trends reveal that games are becoming increasingly important to younger generations.
Game-based learning vs gamification There are two broad ways in which games currently feature in education, namely gamification and game-based learning.
Importantly, gamification is not synonymous with using games as an educational tool - in other words, it does not refer to 'play' as a mode of instruction.
Students are able to generate more robust knowledge through games than through traditional rote learning methods, provided that they are given the appropriate support by facilitators when engaging with the game environment.
Gamification often focuses only on the latter point - i.e. emphasising rewards for interactivity, without fully exploring the ways in which learners can learn through play.
In order to make play purposeful, there are three areas that games must use to engage students, namely cognitive, social and emotional elements.
Finally, games often have a social dimension, as players may collaborate, share their results and ask one another for help.
Reference
Ward, B., & Anderson, W. (2022b, July 18). Engaging with purpose: Game-based learning - EDGE Education. Bizcommunity. https://www.bizcommunity.com/Article/54/16/229783.html