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Setting the Record Straight: The Difference Between Digital Game-Based Learning, Gamification, and Other Related Buzzwords

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By Ryan L. Schaaf

 

This post was originally posted here. Reposted with permission from Amplify Games.

As more and more educators consider using games in their learning programs, they must understand all of the nuances involved. Today, the buzzwords in education are gamificationplay-based learninggaminggame-based learning, and digital game-based learning. There are some popular misconceptions about these terms. This post will set the record straight and give potential game-based learning facilitators helpful definitions for the terminology they may encounter. What follows next is some clarifying explanations to help refine meaning and eliminate some of these frequent misconceptions.

Play

Play is a highly creative process, using both the body and mind. Its definition is flexible, and may or may not involve goals. Bruce (2011) describes play as, “a spontaneous and active process in which thinking, feeling, and doing can flourish; when we play we are freed to be inventive and creative. In play, everything is possible with reality often disregarded and imagination and free-flow thinking taking precedence.”

Learning philosophies and educational theories such as Jean Piaget, Erik Erikson, and Lev Vygotsky all recognize the value of children using play for self-teaching and its important role in a child’s cognitive development.

As parents and educators, we must provide our kids with more opportunities to play. After all, George Dorsey said it best, “Play is the beginning of knowledge”.

Games

What exactly is a game? Have you ever tried to define what a game is? We know games come in many varieties and genres. Karl Kapp, Professor of Instructional Technology at Bloomsburg University, defines games as, “a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional response” (Kapp, 2012, p.7). Futurist, author, and gaming guru Marc Prensky also dissected their components. Games have “rules, goals and objectives, outcomes & feedback, conflict/competition/challenge/opposition, interaction, and representation of story” (Prenksy, 2007, pp. 5-11). Whether simple or complex, single or multiplayer, or collaborative or competitive, games have many common characteristics:

  • Challenge — the problem or scenario presented to the player to overcome.
  • Rules — the structures, boundaries or freedoms provided to players during gameplay.
  • Interactivity — the actions or processes players undergo during gameplay.
  • Feedback — the reaction of player interaction. Feedback can provide rewards for successful gameplay or consequences for mistakes.
  • Conflict — the in-game challenge, friction, or opposition between players, the game system, or rules.
  • Goals / Outcomes – Goals represent the player’s end desired result. Outcomes represent the end results such as a win, lose or draw.

Game-Based Learning (Digital and Non-Digital)

The quick and dirty definition of game-based learning is simply learning through the use of games, both digital and non-digital. Players learn or review academic content during gameplay. For example, Food Truck (pictured below).

FoodTruck_scrn_01 Copy

Food Truck is a phonics game from Aqua, where students practice “chopping” blends, ending sounds (rimes), and whole words into beginning sounds (onsets), ending sounds, and individual letters to create orders for their hungry goblin customers.

Game-based learning promotes a student-centered approach to instruction. This approach allows teachers to step out of the spotlight and become learning guides rather than the source of all information in the classroom. Many students today would rather not be lectured to, or receive information from a single source. Rather, they prefer to generate their own knowledge from the readily available resources (digital and human) around them.

Gamification

Gamification (or what Jane McGonigal often referred to as gameful design) is an emerging field of practice that involves the use of game design and mechanics into non-gaming situations. We experience gamified situations like this daily.

Have you ever played the MacDonald’s Monopoly game? Is buying a burger or milkshake a game? No, but creating a system-based mental construct that entices players to buy more food for the opportunity to win a million dollars sounds much more appealing.

Do you belong to the Starbuck’s Rewards program — a program that gives you a stamp for every Soy-based Latte you buy? How does this reward you? It provides the consumer with a free drink after so many purchased drinks.

Both of these consumer programs are popular examples of gamification.

Have you ever created a bracket for March Madness? Or raced a spouse to finish cleaning the house or running errands? Or read a story-based book to that asked you to make a decision amongst a few choices? For example, should you visit the wizard, follow the path to the left, or cross the river?

Gamification has many structural elements. In the classroom, they may include the following (adapted from Kapp, 2012)

  • Creating a compelling storyline or narrative — Powerful stories draw us in. When used in the classroom, gamification becomes a means of immersing students into an engaging narrative. Classroom imagination and storytelling spawn a new and exciting mental construct. Students are transported from their classrooms into a storyline. The content, assignments, assessments, and even the classroom procedures all take on the attributes of the storyline.
  • Autonomy — In a game, players receive a great deal of power to make decisions and succeed or fail by their own choices. Educators must look for ways of placing the powerful decisions in the hands of their learners.
  • Mastery of skills — Games allow players to experience them over and over again to master skills or review content. Repetition is a powerful learning strategy.
  • Immediate feedback — Games provide both positive and negative feedback in a timely manner. This fast-paced response allows the players to adapt quickly and overcome learning challenges.
  • Collaboration — Games promote teamwork and community. The individual needs of the players are replaced by a combined focus on common goals.
  • Competition — The conflict and challenge between individual players or teams.
  • Problem-solving — Games provide problems for the player to solve. The problems cannot be too easy, or the player will lose interest. If the game is too hard, then players will become frustrated and give up.
  • Differentiated learning experiences — Games can progress from easy challenges to harder ones. They can offer the right level of challenge based on the current skillset or ability of the player.
  • The use of badges, points, and leaderboards — Games often provide players with data to determine how they are progressing. Badges, points, and leaderboards are a few examples providing feedback to the player. Although these mechanisms are often lower-level strategies, they are easy to implement and augment a gamification initiative when combined with other strategies (as listed above). (Schaaf, Mohan, 2016)

Game-Based Learning vs. Gamification

Game-based learning and gamification are not the same. Although each of these strategies has the potential to invigorate learning, game-based learning and gamification are distinctly different approaches to teaching, learning, and assessment. Remember, game-based learning involves the player learning or reviewing content or developing skills as they play a game. Gamification or gameful design involves the use of gaming elements in a non-gaming scenario. This graphic, provided by my friend Steve Isaacs, summarizes of differences between the two terms. Of course, it is always up to how the educator is using the game or bits of a game in the context of learning to truly make the distinction between both strategies.

Game-Based-Learning-and-Gamification


Sources

Bruce, T. (2011) Cultivating Creativity: for babies, Toddlers and Young Children. London: Hodder.

Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: John Wiley & Sons.

Prensky, M. (2007). Digital game-based learning. St. Paul, Minn.: Paragon House 5-11.

Schaaf, R. & Mohan, N. (2016). Game on: Using digital games for 21st century teaching, learning, and assessment. Bloomington, IN: Solution Tree Press.

A special thank you to Steve Isaacs (@mr_isaacs) for the use of the infographic!

Categories
Gaming

Fun App for Kids Turns Writing Into Interactive Game

The writing process can be so taxing for students. Literautas.com frames the writing process into a game while simultaneously scaffolding the experience for students  by offering insightful prompts. 

posted by: Ryan Schaaf

Original Source

Do your students suffer from writer’s block? I’ve found a cure for what ails them: Writing Challenge for Kids, an app by Literautas. After reading several positive online reviews, I tried this app with my students and got results that surpassed my wildest expectations.

With this app, the task of brainstorming a story introduction, scenes, and characters becomes a game. Working against the clock, students respond to specific prompts that guide them through the story-writing process. It’s fun, it’s fast, and, as the name suggests, it’s challenging. Read on to discover if this challenge is right for your students.

Source: http://literautas.com/
Source: http://literautas.com/

Scores

User-Friendliness (5/5)

Tech-savvy kids as young as seven have no trouble progressing through the steps of this intuitive app. Any literate child or adult can partake; simply press “Start” when you’re ready to begin. Beating the clock is the most difficult part of Writing Challenge for Kids, but it’s also the most fun. Students can’t be perfectionists with this app; the goal is off-the-cuff creativity and originality.

To bypass frustration and tears with my young students, I find it helpful to play up the “game” aspect of this activity. If you teach elementary school, you might want to increase the timer length in the settings menu before your students begin.

Teaching (4/5)

This app teaches creativity within guidelines. It’s an exercise in following directions as much as it is an exercise in writing. Some students find this aspect of the game more confining than others. I like to remind my kids that guided ideation is just one of many ways to brainstorm a story.

Depending on the grade you teach, you might decide to supplement app sessions with your own instruction about how story arcs are formed. Writing Challenge for Kids does not teach specifically about tension, climax, and resolution; hence I subtracted one point.

Customer Support (4/5)

Literautas.com has made a conscientious effort to translate all of their Spanish apps and blogs to English so others can enjoy their products. You might find the English-translated website a bit choppy, and for this reason, I subtracted one point. However, the syntax on the app itself is easy to understand.

Methodology

I started the review process by downloading the adult version of this app, called Writing Challenge, from Google Play for $1.99 to my Android tablet. A writer myself, I found this app to be an excellent way to get my creative juices flowing.

My interest piqued when I discovered that Writing Challenge has a sister app specifically for children. I downloaded Writing Challenge for Kids onto my set of classroom iPads and used it in my Writer’s Workshop for three weeks. Each day, students spent 15 minutes with the app, their journals, and a pencil. My kids rated the app highly on a rubric of user-friendliness, and I spent some time reflecting on the worthiness of this app as a teaching tool and source of support in my classroom.

App Review

Background

Literautas.com describes this app as a way for teachers to “improve creativity and writing skills,” but kids also learn time management with this activity. The timed countdowns are pre-set to one minute, but you can change that in the settings menu if you wish. Because students don’t actually input their ideas on their iPads, the countdowns are not really enforceable. Still, a ticking clock is a concrete reminder for kids to focus on the task at hand.

This app won’t teach your students how to end a story. The prompts would go on forever if you let them. Examples of prompts I’ve seen include “Add a character who always lies” and “Write a scene that takes place in a restaurant.” I still had to teach my students how to complete their story arc using tension, climax, and resolution. However, I didn’t have as much trouble motivating my stubborn writers as I usually do.

How It’s Used and How It’s Useful

All you need to enjoy Writing Challenge for Kids is a tablet, paper and pencil, and a lesson plan that incorporates the app into your curriculum. One of the Common Core benchmarks I’m working on with my fourth graders is the ability to brainstorm. This is the perfect tool for that. If you’re a third-grade teacher who wants to expand your students’ range of writing or a seventh-grade teacher who wants to focus on topic development, you can tailor your activities accordingly.

Runner-Up Review: Foldify

Whereas Writing Challenge for Kids takes a linguistic approach to brainstorming, the app Foldify is more pictorial. Edutopia’s Monica Burns prescribes a Foldify lesson plan in which students create a virtual cube with six different images on the iPad. These are then printed, folded into a physical cube, then rolled like a die across the desk. The image that turns up serves as a writing prompt.

This hands-on activity is great for the younger set, but it requires close supervision and guidance due to its ambiguous nature. Visual learners, kids with certain learning disabilities, and those on the AI spectrum could benefit the most from the writing activities you derive from Foldify.

Other Writing Challenge Reviews

The adult version of Writing Challenge received a favorable nod from Edutopia for the way it gamifies the storytelling process. Edshelf lauds the kid version of the app for the fun and creativity it delivers. If you’re thinking of using this in a K-8 classroom, I recommend you download Writing Challenge for Kids instead of Writing Challenge. iTunes hasn’t collected enough customer reviews to declare a rating for the child-friendly version yet, but Common Sense Media cautions that some of the adult version prompts could lead to the creation of stories that aren’t appropriate for children.

Writing Challenge for Kids is the best app for germinating story ideas and opening kids’ minds to the concept of brainstorming. If you have students who resist creative writing, this app makes it easy for you to turn the entire process into a game. No matter what grade you teach, you can adapt this handy app to your curriculum and benchmarks, and you and your students will have a lot of fun in the process.

Categories
Gaming

4 Best Practices in Implementing Game-Based Learning

Using gameful design for teaching, learning and assessment is such an enticing learning approach. Student motivation and engagement are such powerful ingredients to deep learning. Yet there are also important factors educators must consider before implementing gaming mechanics in the classroom. Sam Patterson at Edutopia shares four such considerations for gameful design.

Posted by: Ryan Schaaf

Original Source

Are you seeking a high-engagement makeover for some content you’re required to teach? Do you need an organizational structure for individually-paced hybrid learning? Gamification might be just what you are looking for.

Here are some truths about gamification and some tips for success.

1. The game needs to play well with students and their parents.

Your gamified lesson needs buy-in across the board. When you introduce gamified instruction, make it an event. Write a blog post, send newsletters, run an ad campaign on the whiteboard — but most of all, send clear communication home about the learning goals for the lesson and how you will be helping all students to meet those goals. Be prepared for frustration from parents and students, especially those students who are good at traditional school. This won’t always be the case, but don’t let it surprise you. School is already a game, and now you’re changing the rules. If the gamification is effective, these students can learn more, but it also might be more work for them. By communicating early and often with parents and your administration team, you can help everyone understand how this instructional modality is helping all of your students.

While I’m doing a project like this, I drop into my principal’s office and give her informal briefings. I’m excited about the work happening in my classroom, and I want her to hear about it from me. These briefings also prepare her for conversations that she might have with parents or other teachers.

2. With great data comes great responsibility.

Some of the best uses of gamified instruction involve helping students navigate a large amount of content in a self-paced, hybrid-learning environment. Once we move the teacher out of the traditional “sage on the stage” role, we have to really pay attention to assessment. When I’m running a class, I’m constantly assessing how well my students understand the lesson. I ask them questions, peek over their shoulders while they work, and sometimes I even give quizzes. Most of this assessment is formative and informal, and I adjust the class based on the results.

Thinking about the gamified classroom, I want to know where this formative assessment happens. How will I design the game experience to assess how the students are doing? The opportunity in this challenge is that I can invite my students into the assessment process. Whenever possible, I ask them to self-report their progress and understanding, which brings them into an assessment dialogue. This is real empowerment. I’m thoughtful about the types of learning I ask students to self-report on, and the process requires auditing. In the best case, while they’re engaged in playing the game, I’m looking at spreadsheets connected to the Google Forms I designed to help the students self-report. The bottom line is that you shouldn’t waste the data opportunity in the game — have a plan for how the data you collect will shape instruction.

3. A leaderboard is no fun for struggling students.

When we think about gamification, what immediately springs to mind are levels, badges, and leaderboards — the visible trappings of the game. While I can imagine an amazing leaderboard at the front of the room proudly displaying the top students in the quest to understand Romeo and Juliet, I have to pause and consider the other end of this list. I see some clear connections to behavior charts, and I am reminded of Pernille Ripp’s blog post on charts and shaming, forcing me to ask, “If I am hoping to engage my most challenged students in a gamified instructional model, would they feel supported by a leaderboard?”

Clearly-defined levels of achievement are one of the most useful aspects of gamified instruction. In fact, that is what makes it such a great way to support individually-paced hybrid instruction. The kids know which level they’re on, and they’ll talk to each other and find out where their peers are. I don’t need to make a leaderboard available to the whole class. It would send the message that I highly valued those students in the lead positions. The challenge is finding ways to celebrate all learners in your classroom, and in this case you’ll have to work against the natural mechanics of most games. We need each student to be able to win his or her own quest.

4. Play is a powerful teacher.

When we have fun in a safe social setting, our brains are ready to learn and we are fully present in that learning moment. When you approach gamified instruction, discover how you can use game mechanics and choice to have fun together. Don’t just wrap some worksheets up in the trappings of play. Get the content off the page and into a more playful space. Don’t forget the fun. Friendly opt-in contests can give kids the option to compete directly with each other. If you design levels with flexible requirements, students can develop really fun ways of working together to show their understanding. For example:

  • Write a song about factoring.
  • Create a stop-motion movie that models water’s change in state from a gas to a liquid.
  • Design a Google lit-trip detailing some part of the Underground Railroad.

In these cases, the fun comes in the form of choice and creative empowerment.

Have you gamified a lesson or unit? What best practices can you add to this list?