Pros and Cons of Gamification in the Classroom
Do you think it is possible to gamify learning? Games are brain enhancing features that are emotionally appealing to people that play them. Usually, games are thought of as being amusing since they are dopamine-releasing stimuli.
It makes sense to think about games in terms of the potential they have in affecting our mood. Generally, when someone is bored or slightly sad, playing games can make people feel less sad or less depressed since they now have a new thing to which their thoughts are being redirected.
More than just making someone feel happy, it has been a popular practice for educators to use brain games to facilitate learning in the classroom.
There are many types of games that educators have used in recent times, however, they are always mindful of being selective of the type of game to expose students to, in which case, games that are seeming to be offensive would be removed from their list because such games can do more harm than good to the students.
For example, adult related games like GTC, gambling-related game or pharma games just do not make sense for educational purpose. Do they?
The list goes on.
That said, there are pros and cons of game-based learning. There is rarely anything that has advantages without disadvantages and this would be expounded further:
The following are the advantages of the game based learning in the classroom. It is important to note these advantages in case you are looking to add games to your course curriculum.
Courtesy: elearningindustry.com |
It makes sense to think about games in terms of the potential they have in affecting our mood. Generally, when someone is bored or slightly sad, playing games can make people feel less sad or less depressed since they now have a new thing to which their thoughts are being redirected.
More than just making someone feel happy, it has been a popular practice for educators to use brain games to facilitate learning in the classroom.
There are many types of games that educators have used in recent times, however, they are always mindful of being selective of the type of game to expose students to, in which case, games that are seeming to be offensive would be removed from their list because such games can do more harm than good to the students.
For example, adult related games like GTC, gambling-related game or pharma games just do not make sense for educational purpose. Do they?
Examples of games used in the classroom
Below are some popular games used in the classroom. In case you are looking to facilitate students' learning in the classroom. In this list, it appears that video games the most popular among them.
- Puzzle games
- Video games
- Cartoon games
- Brain fitness games
- Sudoku games
- Geometrics
That said, there are pros and cons of game-based learning. There is rarely anything that has advantages without disadvantages and this would be expounded further:
Pros of Game-Based Learning
The following are the advantages of the game based learning in the classroom. It is important to note these advantages in case you are looking to add games to your course curriculum.
1. Motivate Students
Gamification can be utilized to encourage sentiments of eagerness towards the topic, particularly in subjects that students battle with. Visuals can evoke students' emotion, so they pay attention to even the most difficult task. Everyone loves visuals because they are interesting, so this makes sense.
2. Feedbacks are Guaranteed
Most gamification frameworks take into account constructive criticism, for example, leaderboards and dashboards, which students can use to see where they remain among their companions.
This data can push a student to attempt the test or action again to get a higher score, otherwise, arrange for extra lessons.
This data can push a student to attempt the test or action again to get a higher score, otherwise, arrange for extra lessons.
3. Engagements are Guaranteed
It is no news that students will probably invest energy playing a learning-based game if you are utilizing a reward framework. Identifications and focuses help interpret the work the student is finishing into an unmistakable advantage.
By expanding engagement you'll additionally observe an ascent in learning maintenance as students will have the capacity to identify with the substance, less demanding through training than simply reading books. Isn't it?
By expanding engagement you'll additionally observe an ascent in learning maintenance as students will have the capacity to identify with the substance, less demanding through training than simply reading books. Isn't it?
4. Broaden social Interactions
In advanced education, it is common that students experience difficulty making social interactions with other students in their courses. Gamified classrooms, situated and virtual, enable students who experience difficulty in social interactions and give them the motivation to cooperate. This is particularly valid if group competitions are being designed, and expect students to team up for problem-solving.
5. Vocabulary Improves
Doubt it? If you have ever played an English video game, you would have seen how this is possible. Video games are visually appealing to simulate real life environment. 3D games are especially imbued with a lot of vocals.
Cons of Game Based Learning
The following are the disadvantages of the game based learning in the classroom. It is important to note these disadvantages in case you are looking to add games to your course curriculum.
1. Student Assessments
While picking a diversion, it is not frequently clear how the consequences of the game will tie into your course appraisal.
While most diversions have a worked in approach to track future success, you should figure out how to decipher the students' success with respect to the gamified strategy put in place.
It is not generally simple to locate a solid match between the recreations available and your course materials so this can be a tedious procedure.
While most diversions have a worked in approach to track future success, you should figure out how to decipher the students' success with respect to the gamified strategy put in place.
It is not generally simple to locate a solid match between the recreations available and your course materials so this can be a tedious procedure.
2. Financial Demands
The expenses of gamified learning are changed in light of the sort of framework you are utilizing. There might be some amount of money involved, programming expenses, and testing costs for educators. Once in a while, these expenses are passed on the students through enrollment charges and course codes that must be acquired, having a financial negative effect on the students.
3. Balance Considerations
Commonly, setting up a game for your course requires a lot of prior arrangement. You would have to provide answers to the following questions:
Will students' have the opportunity to play the game at home? Is there an extra cost if they utilize it outside of the classroom? How many computers are available in the classroom? More often than not you should take a seat and play the game yourself completely through, which can take many hours before you completely comprehend the game and finishing point.
Will students' have the opportunity to play the game at home? Is there an extra cost if they utilize it outside of the classroom? How many computers are available in the classroom? More often than not you should take a seat and play the game yourself completely through, which can take many hours before you completely comprehend the game and finishing point.
4. Attention Span Shortens
Over-reliance on gamified learning might be a red flag. How? Gamification might reduce students' attention span such that they expect prompt results in all their education. Guess what? The educational system isn't without flaw and this might get the students frustrated in some way.
5. Game Dependence
Like drug dependence, over-reliance on games to function adequately in the classroom isn't a good thing at all. Being too dependent on games can cause distractions which would cause the initial intents behind the game to be defeated.
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