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How Games Help Us Learn | Game-Based Learning

game-based learning

game based learning in the classroom

gamification

gamification design

gamification in education

gamification in learning

game based learning examples

game based learning

game based learning vs gamification

educational games

games in the classroom

Автор: Benjamin Keep, PhD, JD

Загружено: 1 окт. 2021 г.

Просмотров: 2 446 просмотров

Описание:

Games can help us learn. But how? And when are they most effective?

00:00 Introduction
00:27 Three Ways That Games Can Motivate
03:48 Four Ways to Teach Concepts and Skills
09:22 What's the Difference Between Gamification and Game-based Learning?
10:10 The Idea Behind Preparation for Future Learning
14:17 The Key Principle to Making Games Effective for Learning

For more videos on learning, check out my learning community: https://www.benjaminkeep.com/community/

Sign up to my email newsletter, Avoiding Folly, here: https://www.benjaminkeep.com/


Game examples used in the video:

Kahoot, Math Jumps, Wuzzit Trouble, Mario, Airplane Spotter cards, Coding Pirates (海霸), Dragonbox Numbers, Space Invaders, Stats Invaders, Call of Duty, and Civilization.

What about games that don't help you learn?    • The best brain training app is NOT th...  

References:

Tobias, S., Fletcher, J. D., & Wind, A. P. (2014). Game-based learning. Handbook of research on educational communications and technology, 485-503.
(currently at http://acikders.atauni.edu.tr/pluginf...) [General background on the idea.]

Arena, D. A., & Schwartz, D. L. (2014). Experience and explanation: Using videogames to prepare students for formal instruction in statistics. Journal of Science Education and Technology, 23(4), 538-548. (currently at https://aaalab.stanford.edu/assets/pa...) [This is the one on Stats Invaders.]

Arena, D. A. (2012). Commercial video games as preparation for future learning. Stanford University. (currently at https://www.academia.edu/download/425...) [This is the disseration I mentioned using Call of Duty and Civilization.]

Arena, D. (2015). Video games as tillers of soil. Theory Into Practice, 54(2), 94-100. (https://sci-hub.st/https://www.tandfo...) [On the preparation for future learning idea]

Jimenez, O., Arena, D., & Acholonu, U. (2011, June). Tug-of-War: A card game for pulling students to fractions fluency. In Proceedings of the 7th international conference on Games+ Learning+ Society Conference (pp. 119-127). (currently available at https://www.academia.edu/download/697...) [Note how, in this project, when they tested their initial design, students’ game experiences weren’t translating to out-of-game contexts.]

Long, Y., & Aleven, V. (2014, June). Gamification of joint student/system control over problem selection in a linear equation tutor. In International Conference on Intelligent Tutoring Systems (pp. 378-387). Springer, Cham (pdf currently https://www.researchgate.net/profile/...) [An example of where Dragonbox wasn’t effective.]

On how to use Dragonbox effectively in the classroom, check out: https://tapintoteenminds.com/how-to-e.... Note how much time he spends drawing connections between the game and the target skill.

How Games Help Us Learn | Game-Based Learning

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