UXP_FB_Logo copy.jpg

News

Gamifying education

Gamifying education

Gamifying education

By Lindsey Tang and Kathryn Foo

March 9, 2024

Originally Published Here

Summary

MVHS teachers implement video games into their curricula to increase student engagement.

As the digital age continues to enhance education, teachers have increasingly strived to utilize classroom games as a method for community engagement between students.

Chang has found that these games, especially with the team-based modes, have created a collaborative environment, where students use the competitive incentive to uplift each other.

Contrasting the review games employed in the MVHS language department, literature teacher Megan Choate instead uses video games as a form of academic relief from the lectures and reading that often consume her students' day.

These games are able to create an environment in class that allows students to take a more active role in their learning.

Holaday, amongst fellow literature teachers like Choate, has spearheaded a movement to include video games in the classroom, providing his personal video game consoles for students to use.

"Can every student, even students who aren't familiar with video games, be able to pick up a controller and get what you want out of it? The Stanley Parable is literally just a joystick and moving around and yet it still has really high engagement. So, it has a very low barrier to entry, so that any student can play it."

Reference

Tang, L., & Foo, K. (2024, March 9). Gamifying education. El Estoque. https://elestoque.org/2024/03/09/special/gamifying-education/