Tuesday, October 13, 2015

RSA #7 - Game Based Learning

This week’s readings focused on game-based learning. Game-based learning uses games that engage students while also having defined learning goals and outcomes. Game-based learning is often designed so that once a player gains knowledge in the game, they must apply that knowledge to advance. Many games utilize storylines and narratives to engage players and guide learners to advanced levels of the game and deeper levels of knowledge. "Numerous scholars and learning theorists have advocated experiential learning— the belief that learning involves real-world participation, ... in the intimate relations between experience and education, the certainty that understandings are derived from and modified through experience... are necessary features of meaningful learning." (Barab, 2005)


The game-based resource I am presenting is iCivics.org, and specifically the Immigration Nation interactive game. iCivics.org is dedicated to promoting civic learning through interactive games. Supreme Court Justice Sandra Day O’Connor founded the site with the mission of providing students with the tools they need to participate in a democratic society. While the site has many great, interactive games, I am focusing on Immigration Nation, where students learn about the United States immigration system and makes decisions on who is, and who is not, for a good candidate for U.S. citizenship. 


I have seen amazing engagement with my fourth grade class, and I believe the site and game have struck a great balance between game play and educational value. Many of my students are "gamers", and I have seen similar motivations and opportunities as a British survey of students which found that "challenge/achievement, control and pleasure/relaxation came out as distinct factors as reasons for playing with challenge rated as the feature of games that might be most useful in learning." (Connolly, 2006) I believe that more game based resources such as this one will be essential to engaging the next generation of civic-minded citizens. 


RESOURCES: 
Barab, S., Thomas, M. Dodge, T., Carteaux, R. and Tuzun, H. (2005). Making learning fun: QuestAtlantis, agame without guns. Educational Technology Research and Development, 53(1): 86-107.

Connolly, T.M., Boyle, E., and Hainey, T. (2006) "Can Computer Games Motivate Next GenerationLearners" A Survey of Students" Reasons for Playing Computer Games", 10th InternationalConference of Motivation, 28-30 September 2006, University of Koblenz-Landau, Germany.

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