Saturday 8 April 2017

Game-Based Learning Approach




In the article Mind Shift Guild to Digital Games and Learning, Shapiro et. al (2014) stated that digital game-based learning is the inclusion of using digital video games as a tool in the classroom. Game-based learning (DGBL) is mixed with gamification, which is where the teacher replaces grades with levels and merit badges or providing lectures and giving out tests or other assessment to assess the child’s learning. The different among gamification and game-based learning is that game-based learning is using digital video games as a tool to encourage children to understand subject content (p.8). Technology used in context for game-based learning offers an efficient and effective tool in motivating and creating hands on experiences (p. 9).  


Game-based learning approach should be encouraged to be used in an ECE setting. For most cases prior to implementing this approach applications or games being selected should be educational, appropriate, and beneficial to the child’s learning. Educators should make sure they know how the game in order the experience to be exponentially effective. Keeping in mind that by introduction digital games it should affect the need of reducing or eliminating play-based learning (Shapiro et. al, 2014). Nolan and McBride (2013) stated that digital game-based learning encourages collaboration, problem solving, communication, experimentation and the exploration of identities. This approach encourages individuals to determine different strategies or techniques to support their learning to succeed in the long run. Digital game-based learning approach allows the children to take the lead in what they need to learn or improve on rather being adult led in their learning. This promotes motivation in learning, theory developing, interest developments, and being able to express their own ideas. Children can learn on their own and applying it to the real world. Educators should be critical about the use of technology and digital media (Shapiro et. al, 2014). 

Reference

Shapiro, J., SalenTekinbaş, K., Schwartz, K., & Darvasi, P. (2014). Mind Shift Guide To Digital Games+ Learning. http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

Nolan, J., & McBride, M. (2014). Beyond gamification: reconceptualising game-based learning in early childhood environments. Information, Communication & Society, 17(5), 594-608. http://www.tandfonline.com/doi/pdf/10.1080/1369118X.2013.808365

2 comments:

  1. Very interesting post Jenny! Would you suggest using this method of teaching on just younger children or high school students as well?

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  2. This seems very interesting, especially considering the increased use/reliance on technology in today's society. But it also makes me wonder, considering the impact "grades" can have on individuals, would levels have a similar affect? If a child is unable to move up the levels as compared to his peers, would they become demotivated, if so what are the preventative measures that would/are in place to prevent such a thing from occurring? I also wonder just how realistic this approach would be considering the socio-economic situation, would this lead to even greater discrepancies within society as some kids would be exposed to this technology based learning and other would not? Either way, it definitely seems like an interesting approach.

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