- game play you can acccess and disgust
- programmable
- supports big ideas
- offers multiple ways to "win"
- slow play not twitch play
- something you can get better at
First, I'd like begin with brief introduction on gamification in the classroom:
According to Games and Resources for the K-12 classroom wiki:
- Games and play are historically a well-regarded way for children to learn everything from social skills to logical thinking. Video games are no different, and just like all games, some are better than others. Chess, for example, is a better game to choose for the classroom than tug of war. Although you could certainly argue that tug of war teaches something, I think there is a vast difference in the potential for a wider and deeper learning opportunities from chess. I believe teachers can select games that maximize learning opportunities.
- There is a big difference between the question "Are games good for learning?" and "Are games good for the classroom?" In many cases, the compromises needed to squish a game into a classroom setting takes the fun and challenge out of the game.
- There are many types of video games. When you hear, "kids love video games", it does not immediately follow that all kids are going to like all games, nor that all games will teach the same thing to all kids.
- Many games designed for the classroom are "game-like" in that they borrow the vocabulary and graphics from games, yet the experience of the "player" is no different than with a paper worksheet. Calling a 10 question multiple-choice test "leveling up" does not change the fact that it is a multiple choice test.
- Teachers need to be clear about what they believe about learning, and then compare a game with those beliefs. Many games claim to have revolutionary learning capabilities - but learning is what happens in the brains of students, it is not delivered to them. And if a teacher does not believe that delivering content is learning, they need to maintain that belief in the face of breathless claims and fancy graphics.
An additional resource to explore is a short YouTube piece on gamification from a science teacher out of Montana, Paul Andersen. Paul explains how he uses elements of game design to improve learning in his AP Biology classroom.
Part I- ABC Ninja:
This FREE educational application is supported on Apple products (iPhone, iPad, iPod Touch only- devices with iOS 6.0 or later). ABC Ninja age users may vary (pre-K to 2nd grade), depending on user capabilities. In this app, users use their fingers to "slice" letters in an attempt to correctly "slice" the letter said. This educational application supports the big ideas of phonics and letter identification, a skill necessary in the development of future reading skills and abilities. It also promotes fine and gross motor skills while actively engaging the users.
- Users can decide what to focus on (consonants, vowels, trouble letters, etc.).
- Users learn by sight, sound, and touch.
- Fun game play, sounds, and animation keep users engaged.
- FREE.
- Dynamic game play adjusts difficulty (the number of letters) automatically based on player skills to keep users both challenged and entertained versus getting bored.
- Supports 3 difficulty settings: easy, medium, and hard.
- Users (parents or teachers) can adjust difficulty in settings page.
- Users can record their own audio.
- Multi-sensory learning tool (audio, voice, and touch).
- Customer support 24-7 for troubleshooting issues that may arise.
- Pedalogical game
- Can be used as a formative assessment tool for identifying letters and sounds in pre-K-1st/2nd grade.
- Builds rote memory.
Hesitations of using ABC Ninja:
- Busywork.
- Only appropriate for younger learners.
- Focuses only on letter and sound identification.
- Can be self-programmed; users may not challenge themselves.
- Becomes repetitious.
- FREE educational application.
- web-based as well as Android and iOS abilities.
- Offers practice with four main math functions for elementary learners- addition, subtraction, multiplication, and division.
- Allows users to learn their basic math facts in a fun way.
- Time limitations add a sense of thrill and excitement.
- Users can take turns and feel part of a team/community of learners.
- Keeps track of high scores (like a leaderboard- recommended by teachers who frequent educational games).
Hesitations of using MATHO:
- Challenging for students who need extra wait time.
- Poor outcome for self-conscious learners; may need to be played 1:1 rather than whole group.
- Busywork.
- Leaderboard may defer struggling learners.
I am always a fan of "testing out" things before implementing them in my classroom- and so, I had an enjoyable experience exploring educational games. While I feel that there are many opportunities to include games in the classroom, I am also fearful that many teachers may utilize them as "busy work", taking away from the educational learning process. Teachers should be well-versed on the effects of educational gaming before they try implementing them into their own classroom. If they are cautious in their selection of educational games AND use them to the best of their true abilities in the classroom, I strongly feel that educational gaming is a great way to engage 21st century learners. I have had minimal experience with educational gaming in my own classroom (I have only itilized RAZ- a layer of Reading A-Z that students can read passages and take comprehension quizzes and play