When it comes to education technology, there are plenty of options to choose from (AI, interactive whiteboards and virtual reality headsets to name a few) and as gamification and game-based learning are becoming more and more popular, these approaches to the learning process are driving many edtech companies in their product development.
While this may seem like a strange concept at first glance (what does gaming have to do with learning?), there are a variety of reasons incorporating gaming into the classroom or homeschooling environment is beneficial.
Read on to learn more about this educational movement and let’s play education!
First things first, what do people mean when they say gamification or gamifying learning versus game-based learning?
The gamification of learning is defined as using game design and gaming elements or mechanics in learning (a traditionally non-game experience) to motivate students and maximize engagement. A simple example of gamification would be a timed quiz with a leaderboard to recognize top scorers or earning badges for completing tasks.
Game-based learning (GBL) combines gameplay with learning, promoting the retention of information and application to real-world situations, such as thinking strategically or learning step-by-step processes, resulting in defined learning outcomes. An example of this could be a simulation game like SimCityEDU that teaches about environmental issues such as climate change or pollution control, driving cognitive and emotional development inside a social and cultural context.
There are several student advantages to gamifying the classroom, including learning more effectively, increased motivation to learn and improved retention of information. In addition, gamification in education helps improve collaboration between teachers and students because it provides a platform where both parties can communicate with each other using a variety of methods such as text messaging or video conferencing apps like Skype or FaceTime. This is especially important for remote schools that do not have access to traditional school facilities such as a library or computer lab (i.e., “virtual” schools).
Finally, by adding elements of gameplay, such as a point system, into existing course material like textbooks or lectures gives teachers new ways to engage their students while keeping them accountable for completing assignments on time without falling behind the rest of class. In the same respect, training facilities and many businesses are finding platforms such as Kahoot or Quizlet are easy ways to get their clients and employees more involved in learning new processes, company guidelines or HR communications.
Gamification and game-based learning are ways to motivate and engage students across a variety of subjects, including math, history and science. As more studies are done, these approaches to learning are proving to improve grades, test scores, as well as learning in general and can be used by students of all ages—from elementary school children all the way up to college-age adults. Additional benefits include:
Headsets are great for game-based learning because they allow students to listen to each other’s voices, the teacher’s voice, and the game’s music and sound effects. Students are able to have a more personalized gaming and learning experience, while also allowing them to play at their own pace. While gaming, headsets help students focus on their work by providing an extra tool for listening, while also helping to collaborate on tasks and share ideas in an easier manner.
Made up of the AE-75 and AE-79 USB, the AVID 70 Series is a great example of gaming headsets for every level of experience. With either a 3.5mm pin connection or USB connection with inline volume control, the user-friendly designs deliver impeccable sound, comfort and communication to create a truly immersive gaming experience. Here are a few things to look for in a gaming headset if you’re just starting out:
Gamification and game-based learning are significant ways to motivate and engage learners in the classroom, workplace, at home or anywhere learning is taking place. The main goal of these learning approaches is to make learning fun, interactive, rewarding and memorable, with real-life lessons and benefits. There is no doubt gamification and game-based learning will continue to grow and span many industries and environments for years to come.