Game-Based Learning. Viable as an effective learning tool in today's schools?

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Game-Based Learning. Viable as an effective learning tool in today's schools? Door Mind Map: Game-Based Learning. Viable as an effective learning tool in today's schools?

1. Potentially involving students in possible future world outcomes and the dangers, such as how devastating a global pandemic could be or the death toll of World War III. See example, Plague INC, a game that involves the strengths and weaknesses of global pandemic security and how to exploit or solve those problems quickly and effectively.

1.1. Some very in depth survival games already exist that put users in post-apocalyptic situations and players are forced to be very realistically resourceful, EG: DayZ.

1.1.1. DayZ teaches players the importance of survival, shelter, food, clean water, disinfectant, clothing etc etc..

2. Gaming is scientifically proven to improve human motor skills, reaction times and the increased levels of multiple object tracking, all of which are highly beneficial in all real-world applications.

2.1. Could even be used as a form of therapy for subjects with poor attention control/attention to detail

3. Younger audiences will see games as a fun exercise even before they are told what the game is about. They don't even have to be told that what they are doing is actually educational.

4. Games have proven to be effective team building tools. Introducing games that force students to work as a team will encourage them out in the real world to do the same. Students who play team games will find it much easier to work with a team and help develop that team in the real world. Cooperative games will encourage students to watch each other's backs, figuratively speaking.

5. http://minecraftedu.com - Example in how games are already being implemented into the education system slowly.

5.1. Creates large scale educational virtual tours of historical locations EG, Rome.

6. Many games provide students insights into how certain civilizations and historical figures lived and operated. Such examples include the Age of Empires series, Total War series and Civilisation series. These games teach detailed lessons on subjects like Attila the Hun, Charlemagne, Alexander the Great, Joan de Arc, Feudal Japan, Napoleonic Wars and many more. These games are very close, if not totally historically accurate. With the correct developing and production they could be 100% historically accurate for both educational and recreational purposes.

6.1. The messages/morales outlined by the lessons need to be enforced otherwise students may misunderstand why they are being exposed to such a violent past.

7. There is an already existing negative stigma revolving around games listed as educational. Therefore, in order to engage students (especially the youngest ones), the games themselves must be created for a recreational purpose, but aimed at educating. The aim is to get students to want to play these educational games in their spare time, and then go home and get their friends involved because they are just that excited to play and progress.

8. Introduction of Virtual Reality (VR) means students will be able to physically interact with the world around them, while being worlds away. For example, if a VR construct was created that allowed students to stand on the seabed of the Atlantic ocean right next to the site of the Titanic's final resting place, students would be able to closely study topics like, the ecosystem of the now man-made reef or get a feel for what the ship would have looked like before it sank in ways that documentaries simply can't show.

8.1. Expensive option. VR is still very new technology and schools may simply not have the funding for such a venture.

9. Could lead to anti-social behaviour in students who area already very introverted. The games created for such a purpose would need to be carefully constructed in a way that keeps students engaged with each other as to not encourage a lack of social interaction.

10. Could have harmful medical ramifications if mediation is not in place. The human eyes can only strain at a screen so much. Current screen filtering is very ineffective so new technology would need to be developed.

10.1. Special glasses or lenses over eyes?

10.2. Custom screens created for long exposure