“The best way to create value in the 21st century is to connect creativity with technology”. Steve Jobs
Gaming in Education is the first topic of our newest blog series on technology in education. This edition discusses how games can be implemented into classroom instruction for an engaging and interactive learning experience that prepares students with the skills they need to succeed. In addition, later on in this blog, the Minecraft education edition is highlighted as a valuable use case of gamification in education. This week’s blog will provide an overview of the gamification of education and give ideas for implementing its use in the classroom.
What is Gamification?
Gamification is defined as “A set of activities and processes to solve problems by using the characteristics of game elements.” (https://www.trueeducationpartnerships.com/schools/gamification-in-education/)
Why Gamification of Education is helpful in a classroom:
The gamification of education and the implementation of video games into classroom instruction is an emerging technological innovation that immerses students into learning and student interest in an increasingly online world. Gaming is not merely a passive entertainment value but can provide positive platforms for social interaction and allows students to be creative and expressive in their learning environment, opening infinite possibilities for student-driven learning. Games can be viewed as a distraction, especially when students play games when their teacher gives instruction. When implemented in the classroom, however, games can increase focus and concentration for students.
The relevant skills students can develop, such as coding, through technology and gaming in education can extend learning outside of the classroom by continuously developing and applying their knowledge to suit their interests and values. More extensively, technological learning tools like gaming can help address summer learning loss for students.
Video games can additionally help students develop critical thinking and problem-solving skills while giving them more autonomy over their learning.
Minecraft Education Edition
Minecraft Education Edition is an excellent example of the gamification of education in which game and project-based learning continuously challenge students. Check out the short video showing Minecraft Education Edition in action:
As highlighted in the video, students are “empowered to build a better world through the power of play.” Minecraft can spark students' creativity and interest in STEM and other topics that will prepare them to be leaders in their field of interest. Using platforms like the Minecraft Education edition, teachers can incorporate interactive lessons that align with curriculum standards in multiple subjects that cater to students’ interests and learning styles.
We have included a list of 5 positive benefits of Gamification in Education that can happen when applying this technology in your classroom.
5 Positive Benefits of Gamification of Education
- Encourages creative and engaging learning: students can express themselves creatively with their learning through games.
- Increases motivation to learn: games can spark a student’s interest in learning.
- Decreases disruptive behavior: the engagement and focus of students on games decreases disruptive behavior.
- Improves attention span: learning-centered games can improve students’ attention span who might be challenged in a traditional classroom environment.
- Receiving immediate feedback: games give students feedback immediately so they can improve in real-time.
Call to Action!
In what ways can you incorporate gaming into your classroom, curriculum, or lesson plans to benefit your students?
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