Relative Advantage of Using Digital Games for Content Area Learning

“Gamification describes the process of applying game-related principles, particularly those relating to user experience and engagement, to non-game contexts such as education (“Gamification in Education,” 2016).” Whether you are young or old and whether you have a cell phone, tablet, laptop, or other electronic device; the one thing that is likely a given is that you like games. The type of games will likely vary greatly, but most everyone has a game they enjoy (even if they don’t want to admit it). Because games are so enmeshed in all of the electronic devices we use on a daily basis, it’s no surprise that gamifying educational experiences would be a successful strategy as well. According to Pandey, there are six benefits to gamification in e-learning, including; a better learning experience, better learning environment, instant feedback, student’s behavioral changes, adaptability to most learning needs, and an increase in performance (Pandey, 2015). Giving students a better learning experience equates to increasing student’s engagement in the learning. In order for any learning strategy to be successful it must first be engaging. Receiving instant feedback in this situation goes both ways. Students receive instant feedback on how well they understand the concept(s) being learned and teachers have immediate access to see how their students are progressing so they can identify gaps and provide targeted intervention for those students that need it. The behavioral changes that occur come in regards to the learner’s behavior and attitudes about learning. Not only are they given instant feedback about their progress, but they are also able to take more control of their learning, which makes them more invested in the process. Gamification can be used in a variety of ways throughout the classroom from being integrated into learning activities to helping teach and manage appropriate behavior in the classroom. Lastly, by creating an engaging learning environment where students are given control of their learning and incentives to achieve, gamification can be a powerful tool to enhance learning (Pandey, 2015).

Resources

Gamification in education. (2016, January 26). Retrieved from https://www.learning-theories.com/gamification-in-education.html

Pandey, A. (2015, June 17). Top 6 benefits of gamification in eLearning. Retrieved March 11, 2017, from https://elearningindustry.com/top-6-benefits-of-gamification-in-elearning

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s