This is a blog created by students with the aim to transmit that the education also can be funny for the children. Here we will explain some information about gamification, the uses, tools, etc.
It explains that the kids and adults remenber better the interactive things (participarte in a disccussion, talk, create, buit,...) than the pasive (read, listen, observe a image, see a film...).
FERNÁNDEZ, Isabel. Juego serio: gamificacion y aprendizaje [en línea]. [Fecha de consulta: 16 de diciembre de 2016]. Disponible en internet: http://www.centrocp.com/juego-serio-gamificacion-aprendizaje/
Gamification: As we have said before, is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.
Game-based learning: Adoption of
games for educational purpose.
The concept of Gamification is not new. Plenty of uses have been given
before that fit the criteria. But, nowadays with the proliferous use of social media and the
accessibility to the Internet, the concept is being applied to plenty of diverse uses. Some uses
include, between others:
Employee motivation.
Conceptualization of the concept of energy preservation.
Some characteristics every game shares: • fun: the activity is chosen for its light-hearted character • separate: it is circumscribed in time and place • uncertain: the outcome of the activity is unforeseeable • non-productive: participation does not accomplish anything useful Effectiveness of Gamification There have also been a
number of studies to determine empirically and conceptual if gamification is actually effective in
education. In “Does Gamification Work? – A Literature Review of Empirical Studies on Gamification” Juho
Hamari, Jonna Koivisto, and Harri Sarsa take a structured approach to determining the effectiveness of
gamification by considering:
What motivational affordances the reviewed studies have implemented as dependent
variables
What psychological outcomes have been measured as possibly both independent and
dependent variable.
What behavioral outcomes have been measured as dependent variables.
Their research shows that a majority of the current studies on the effectiveness of gamification do
indicate that gamification in education produces positive effects and benefits. However, they also found
that most of even the quantitative papers they reviewed were descriptive in nature and focused on the
learners expressed response to the implementation of gamification and not demonstrated change in
performance.
JACKSON, Michael. Gamification in education: A literature Review.[en línea]. [Fecha de consulta: 8 de enero de 2017]. Disponible en internet: http://www.usma.edu/cfe/Literature/MJackson_16.pdf
Students work more and voluntarily. Besides, the objectives and structure of the classes is more clear usually.
When we design the game, we are working an adequate feedback
Objectives and structure of the classes, usually, is more clear
Managerial Insights. When your employees are participating in a gamified learning experience, managers can observe how often sales reps are playing and how successful they are. You can quickly identify those who are struggling and not advancing at the expected pace, those who aren’t playing at all, and those who are excelling at it. This enables managers to know where to spend their time in helping some while appreciating experts. These insights would be difficult to observe with sales reps using self-help guidebooks.
Rewards. The only thing sales reps might like more than a good competition is a valued reward. A key ingredient of any game is a reward — not only for finishing or winning, but also for achieving higher levels and making progress.
Competitive. Is there a more competitive role in the workforce than sales? Draw on your sales reps’ natural competitive instincts and peer pressure to drive accountability, and reward the right behaviors.
DISADVANTAGES
Lack of Strategic Connection. You need to examine your objectives and decide if it makes sense to gamify the activity. Hopefully, the training program was relevant to your sales reps’ jobs and can be easily connected to your overall strategic goals and objectives. (If not, then you’ve got bigger issues.) If you can’t make those connections, then don’t bother with gamification and go back to the drawing board. Sales people are smart, and they will see through it and quit playing.
Frequency.Like anything, if you overdo it, then you defeat the purpose of the exercise. You don’t want the game to take over your sales reps’ activities and priorities. It shouldn’t be in their face distracting them away from their job. You don’t want a sales rep to fall behind because you’ve tasked them with playing a game too often or for too long.
Game-based learning is the technique used in the training in which theoretical contents are presented through a video game.
The principal characteristics of game-based learning are:
1. The learning must be carried out by means of attractive contents for the use.
2. An evaluation must be carried out through the overcoming of different unknowns. 3. It must be a positive experience for the children
GAMELEARN. ¿Qué es el Game-based learning?[en línea]. [Fecha de consulta: 8 de enero de 2017]. Disponible en Internet: https://game-learn.com/que-es-game-based-learning/
When your child plays video games, it gives his brain a real workout. In many video games, the skills required to win involve abstract and high level thinking.
Memory – Playing first person shooter games such as Call of Duty and Battlefield series enables the player to effectively judge what information should be stored in his working memory and what can be discarded considering the task at hand, according to a study published in the Psychological Research.
Quick thinking, making fast analysis and decisions. Sometimes the player does this almost every second of the game giving the brain a real workout.
Accuracy – Action games, according to a study of the university of Rochester, train the player’s brain to make faster decisions without losing accuracy. In today’s world, it is important to move quickly without sacrificing accuracy.
Strategy and anticipation – Steven Johnson, author of Everything Bad is Good For You: How Today’s Popular Culture is Actually Making Us Smarter, calls this “telescoping.” The gamer must deal with immediate problems while keeping his long-term goals on his horizon.
Situational awareness – – Defense News reported that the Army include video games to train soldiers to improve their situational awareness in combat. Many strategy games also require the player to become mindful of sudden situational changes in the game and adapt accordingly.
Developing reading and math skills – The young gamer reads to get instructions, follow storylines of games, and get information from the game texts. Also, using math skills is important to win in many games that involves quantitative analysis like managing resources.
Perseverance – In higher levels of a game, the player usually fails the first time around, but he keeps on trying until he succeeds and move on to the next level.
Pattern recognition – Games have internal logic in them, and the player figures it out by recognizing patterns.
Concentration – A study conducted by the Appalachia Educational Laboratory reveal that children with attention-deficit disorder who played Dance Dance Revolution improve their reading scores by helping them concentrate.
Improved ability to rapidly and accurately recognize visual information – A study from Beth Israel Medical Center NY, found a direct link
between skill at video gaming and skill at keyhole, or laparoscopic, surgery. Another study found that people who play video games on a regular basis are better at registering visual data and are therefore quicker visual learners. They are also more resistant to perceptual interference, and are therefore able to learn for a longer period of time in distracting environments.
Reasoned judgments
Taking risks – Winning in any game involves a player’s courage to take risks. Most games do not reward players who play safely.
How to respond to challenges
How to respond to frustrations
How to explore and rethink goals
Teamwork and cooperation when played with others – Many multiplayer games such as Team Fortress 2 involve cooperation with other online players in order to win. These games encourage players to make the most of their individual skills to contribute to the team. According to a survey by Joan Ganz Cooney Center, teachers report that their students become better collaborators after using digital games in the classroom.
Management – Management simulation games such as Rollercoaster Tycoon and Zoo tycoon teach the player to make management decisions and manage the effective use of finite resources. Other games such as Age of Empires and Civilization even simulate managing the course of a civilization.
Simulation, real world skills. The most well known simulations are flight simulators, which attempt to mimic the reality of flying a plane. All of the controls, including airspeed, wing angles, altimeter, and so on, are displayed for the player, as well as a visual representation of the world, and are updated in real time.
Video games introduce your kid to computer technology and the online world. You should recognize that we are now living in a high-tech, sophisticated world. Video games make your kid adapt and be comfortable with the concepts of computing. .
Video games make learning fun. Your kid likes games because of the colors, the animation, the eye candy, as well as the interactivity and the challenge and the rewards of winning. The best way to learn is when the learner is having fun at the same time.
Video games can make your kid creative.
RAISE SMART KID. The possitive and negative effects of video games[en línea]. [Fecha de consulta: 20 de diciembre de 2016]. Disponible en internet: http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games
Nowadays, a wide range of games are used in classrooms. These games allow children to learn in an interactive way, at the same time they are enjoying, they are learning basic concepts demanded in the Curriculum. As future teachers, this project is fascinating due to the fact that it is really recommended knowing basic aspects about games in education. For instance, how games make influence in the learning of the children. Besides, we can create our owns and use them with our future kids.
We should admit that the system of American education has already been aware of gamifying lessons,that is, 'gamification'. The education stage has changed. Because today there are students who were born with technology in classrooms. They need teaching in the classrooms when learning, grasping or practicing something in classroom or out. It's clear that games in the classroom capture attention of students. When you apply any learning process to a gamifying model , this process is exactly eased for your students. As the world is changing, It is inevitable that our education systems also changes.Therefore, we should catch up with the innovations in education. According to the statistics, the average gamer is actually 35 years old. Almost seventy percent of them are women which means that there is actually more adult women playing games.
This video is remarkable to watch. Because those ideas belong to a student. This is a different perspective in order to grasp gamification in education. When we have watched these videos, we clearly agree that gamifyingis a powerful influence in education.
Today most of us has shaped their education system in terms of gamification. It is possible that majority of us has learnt English by means of gamification. However, the rest of them are not aware of gamification while some teachers are trying to implement gamification to their classes. Unfortunately, they keep this teaching process with the traditional education system. It is admirable that we have benefited from the traditonal educational way throughout history. However, the time is not the same. When time goes up, we have to change ourselves, our world. Because tis is an inevitable change in our life. If we want to take advantage of the education, we have to implement some different kinds of innovations.
Finally we should decide whether gamification will be funny or didactic or not. In the light of this dilemma, we can conclude 'What are the objectives of the learning process? After students have played this video game, what can they benefit from this? Hence, we should determine our objectives first.