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Benjamin Keep, PhD, JD | How Games Help Us Learn | Game-Based Learning @benjaminkeep | Uploaded October 2021 | Updated October 2024, 26 minutes ago.
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

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? youtu.be/WYl-nZyoEXs

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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/pluginfile.php/75303/mod_resource/content/1/GameBasedLearning_V2_1.pdf) [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/papers/2013/Experience-and-Explanation-OnLine-First.pdf) [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/42560722/CommercialVideoGamesAsPreparationForFutureLearning_DylanArena.pdf) [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.tandfonline.com/doi/abs/10.1080/00405841.2015.1010843) [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/6979659/Jimenez,%20Arena,%20Acholonu%20-%20Tug%20Of%20War%20-%20GLS%20Proceedings%20(2011).pdf) [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 researchgate.net/profile/Yanjin-Long/publication/268577301_Gamification_of_Joint_StudentSystem_Control_Over_Problem_Selection_in_a_Linear_Equation_Tutor/links/5470fb2b0cf24af340c3b8fd/Gamification-of-Joint-Student-System-Control-Over-Problem-Selection-in-a-Linear-Equation-Tutor.pdf) [An example of where Dragonbox wasn’t effective.]

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