Saturday, February 11, 2017

Rewarding the Brain with Games

   Gamification in the classroom?  Using games as an educational tool?  Hmm, that’s an interesting idea.  I agree that learning should be fun, but through games?  My initial response is somewhat skeptical.  How could a game really teach someone something?  I know, I know, math concepts using patterns and probability is a huge part of many card games.  But what about other subjects and deeper knowledge even in math?  In a TEDTalk video Tom Chatfield gives some compelling ideas about how gaming affects the way people think and the rewards they get from progressing through the game.
   Chatfield talks about 7 intrinsic ways that we perceive achievement.  The first way is through "experiencing bars that measure progress."  As gamers progress through tasks they are able to watch their progress as they work towards the next reward or level.  This helps motivate to continue moving through the tasks in search of the next reward.  Secondly, using "multiple long and short term aims" helps keep the gamer motivated.  Breaking down the tasks so achievement and progress can be monitored keeps the gamer feeling accomplished as they move through the game.  Thirdly, "rewards." As the gamer completes tasks they receive some type of reward.  Let's face it, people like to be recognized for their achievements.  Games are very good at that.  Rewards can range from points to prizes to moving to the next level.  Fourthly, games give "rapid, frequent and clear feedback" on how the gamer is doing.  They know whether they are excelling as they move on or if they have to go back and redo something because they could not complete the task.  In other words, fail.  Failing is not such a bad thing.  I have always believed you learn more from failing than you do from succeeding.  And this is a safe environment to fail.  Games allow you to go back and try again in a virtual world.  Fifthly, games should provide a "level of uncertainty."  If something is too predictable it gets boring.  Uncertainty will engage someone to keep progressing in search of the next big reward. Sixth, games are interesting.  They provide "windows of enhanced attention."  It's all about engagement.  Games keep the interest of the gamer as long as it is interesting and fun.  Lastly, games that provide “interaction with others” encourages collaboration and problem solving.  Games that are connected with other gamers can work together to solve problems.  A great way for people to learn to work with each other.
   Games could be used in the classroom to encourage engagement.  We all know that students need to be challenged.  We all know students like games. Why not design games where students can learn, be challenged, and have fun doing it?  The simple fact is gaming is a part of their lives.  We should embrace this as we use it to our advantage as educators.  Find or develop games where students can learn our content in a fun engaging format.

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