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