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GAMES IN THE CLASSROOM
WHY GAMES?
• Popularity of games in today’s technological world
• High motivation for playing games
SIMULATION ASPECT
• Games simulate (imitate) hands-on learning environments.
• Risk-free – allow trial and error before moving on to the real thing
• Allow for practice rather than simple memorization
GAMES AND TRADITIONAL LEARNING
• Unlike real hands-on training, game-based learning is low-cost, standardized, and low-risk.
• Unlike lecture-based learning, games are engaging, can adapt to individuals’ needs, and provide feedback.
KEYS TO USING GAMES EFFECTIVELY
• Students test their prior knowledge.
• Motivation drives learning.
• Learners master one skill before moving on.
• Students receive feedback when they make mistakes.
4 PRINCIPLES OF GAMES-BASED LEARNING
• Subset Principle – simplified version of reality
• Active Learning Principle – students actually use the needed skills
• Probing Principle – students have the opportunity to choose and learn through experience
• Practice Principle – students have engaging practice
WHY NOW?
• Digital technology is more readily available.
• “Digital natives” grow up with video games and have less attention for traditional learning.