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        Game-Based Learning Takes Another Step Forward

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        Digital game based learning (GBL) is taking another step forward with a successful implementation at the college level. A recent study released by Toolwire on English game-based curriculum showed that 86% of teachers believe games helped their students with valuable education contributions. Seventy-nine percent of students agreed.

        Companies are being recognized for GBL. ABC Mouse, a company that gamifies education for Pre-K through Grade 1, had a significant valuation of $1 billion this past spring. GBL successes validate gaming for education.

        Effective GBL offers a means to flip the classroom through engaged learning.  Engagement provides gamers a means to thinking through problems and challenges.  Mistakes encourage experimentation and adaptation of best practices to achieve success.

        In contrast, traditional teaching methods lack the entertainment value of GBL. Unlike GBL, traditional content methods don’t offer simulated real-life scenarios, losing that experience-based element that gaming can (but does not always) offer.

        Edutopia wrote an excellent blog article on GBL that highlights critical elements and aspects of the medium. The article notes that “there is a major disconnect between recommendations by app stores and the games that are actually the best for learning.” This makes focusing on curriculum-based games absolutely essential.  Edutopia recommends perusing the Gamifi-ed Wiki as a starting point to find curriculum-based games. It’s also important to find games that offer teachers feedback based on performance.

        The Minecraft for Teachers Example

        Like other edtech situations, perhaps the biggest challenge for teachers is not the theory of GBL, rather it is grasping how to implement game technology. One of the most successful GBL programs to date has been Minecraft. As Minecraft has emerged as a classroom resource, so has interest and confusion about the game amongst the education community.

        A group of teachers has put together the Minecraft for Teachers server, and has an ongoing Twitter chat using the #Minecraftedu hashtag. The resource helps teachers learn about, develop curriculum for, and start conversations on Minecraft education experiences. There are even workshops for teachers who want to engage in live learning experiences with their peers. Minecraft for Teachers shows that there is a need not only to “gamify” education curriculum for GBL, but also to offer training for teachers.

        What do you think about GBL?

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