Michael John writes that;
“…as a game designer, it was painful to listen to the education world talk about gamification as if it was a special sauce that can be applied to any existing task in order to improve performance. As a practitioner of game design, I know that this special sauce just does not exist, especially when it comes to K-12 learning.
Though this frustrating craze led to a proliferation of interactive drill games that incorporate gamification-style scoring and reward systems, we need to move beyond this, to a better definition and understanding of how digital games can impact student learning.
Rather than looking at “gamification of learning” as a process that’s applied to curricula to make school more interesting, we should recognize that learning at its best already has game-like elements that are latent and waiting to be unlocked.”
To read Michael John’s full article at Techcrunch click here;
Allie Bidwell, of US News, writes that;
“It seems like kids do everything online these days – and school is no exception. More and more, educators are taking advantage of digital advances to supplement their teaching in the classroom, and are seeing encouraging results. This is especially the case for certain subgroups of students that typically struggle academically, such as English language learners and special education students.
“The classroom you went to school in is almost the exact same classroom you’d walk into today, but the level of engagement our kids get outside of the classroom has changed dramatically,” says Jessica Lindl, general manager of the digital gaming company GlassLab and a spokesperson for the game SimCityEDU. “Teachers are almost the entertainers trying to find whatever tool they can to try to engage their kids.”
Lindl says the SimCityEDU game helps engage kids by helping them improve basic cognitive functions and critical thinking. In the game, students serve as the mayor of a city and are immediately faced with challenges – they must address environmental impacts on the city while maintaining employment needs and other relationships.
Although Lindl says it’s important to use games as a supplement to classroom-based learning, such digital outlets have added benefits.
“There is continuous positive feedback,” Lindl says. “Learners are way more likely to feel comfortable with a video game than taking a standardized test and that’s really powerful.”
Additionally, video games in the classroom provide teachers, administrators and parents with a plethora of data to give assessments on students’ performances that Lindl says is invaluable, not just because of the granularity of the data, but also because it shows student achievements in real time. Other times, parents and students may have to wait weeks or months, depending on the test, to see their results.
“When you think of learning games, engagement and game mechanics is exciting, but there’s a critical value proposition around game-based assessments that we’re seeing,” Lindl says. “Teachers, students and parents can have in the moment understanding of what the child is learning, how they arrived at that learning and accelerate what the learning is, as opposed to waiting weeks down the road.”
Another valuable aspect of using games in the classroom is the competition (and hence reward) mechanisms built into some games.
At Mario Umana Academy in Boston, students from kindergarten through eighth grade have been using a program called First in Math since 2010.”
To read the full article by Allie Bidwell, of US News, click here;
Katrina Schwartz writes that:
“Proving the effectiveness of a game is no simple proposition. Games are all different. When students play a game that focuses on a particular skill, often called “drill-and-kill” games, they often see improved test scores. But those games don’t necessarily get at the higher order thinking skills that games have the potential to help develop. But more complex games often don’t offer clearly correlated outcomes that a teacher can use to prove effectiveness.
The debate has led some game developers and their funders to focus on how the game itself can be used to assess learning — how the game can become a test. But White says that also changes the nature of the game. When a child sits down to play a game, he assumes it’s “failure agnostic” and that allows him to experiment and meander his way through the game freely. When assessment is involved, it changes his relationship to the game. White isn’t against using games for assessment, but he doesn’t think anyone has really figured out how to accurately use the data that games provide to assess in a meaningful way.
Glasslab’s SimCityEDU, funded by the Gates and MacArthur Foundations, is the highest profile example of gaming for assessment. White says if they can crack the code he’ll license it from them, but it’s a lot easier to pull analytics and metrics for a single game than it is to generalize those principles into something that could be applied to all educational games. And, when assessment is involved, the price of developing a game skyrockets.” To read the full article on Mindshift, click here;
It is good to read a discussion of Higher Order Thinking Skills in games and gaming for assessment. These are two important issues that need more attention and development. Unfortunately these games have too often targeted the lower order thinking skills of Blooms’ taxonomy. In 2007, John Rice conducted a study which assessed higher order thinking skills in video games with the aim of developing a tool for parents and educators to rate the level of higher order thinking skills in video games. He found that the educational efficacy of these games varies greatly with respect to higher order thinking skill. (Rice, 2007, p. 88).
Rice began his study by examining; “lower level learning in so-called edutainment products and concludes with an example of an advanced social studies simulation that fosters higher order thinking. [Rice] identifies characteristics of highly cognitive virtual interactive environments and offers a detailed index and scoring rubric as a tool for teachers and preservice teachers to use when evaluating the tendencies a video game demonstrates toward encouraging higher order thinking in its participants (Rice, 2007, p. 87).”
When educators are looking for a game that does more than drill facts in to the brains of students, Rice’s rubric can serve as a helpful tool in selecting a game that lifts students to the top of Blooms’ taxonomy (1956).
Bloom, B. S. (1956). Taxonomy of educational objectives, handbook 1: Cognitive domain. New York: Longmans Green.
Rice, J. W. (2007). Assessing Higher Order Thinking in Video Games. Journal of Technology and Teacher Education, 15(1), 87-100.
Anya Kamenetz of Fast Company writes that;
SimCityEDU: A Video Game That Tests Kids While Killing The Bubble Test
A $10.3 million collaboration between Electronic Arts, Pearson, and a nonprofit yields a simulation game that tests thinking and emotion, not just knowledge. . .
“We have all these high-stakes assessments focusing the majority of their testing on rote learning and not application of skill,” says Seth Corrigan, the Director of Education & Evaluation for Glasslab. “We’re never going to transform education and prepare kids for success if we don’t transform assessment to look at higher-order skills. Everything pointed to games as the way to do that.”. . .
The creators, a multidisciplinary team known as Glasslab, have a wild ambition. They want to use game-based assessments like these to wean our education system off fill-in-the-bubble tests, which are optimized for gauging memorized content knowledge, and instead start measuring what really matters in the 21st century: how well people can think.
“We have all these high-stakes assessments focusing the majority of their testing on rote learning and not application of skill,” says Seth Corrigan, the Director of Education & Evaluation for Glasslab. “We’re never going to transform education and prepare kids for success if we don’t transform assessment to look at higher-order skills. Everything pointed to games as the way to do that.”
With its realistic simulations of energy use, pollution, and zoning, SimCityEDU conforms to Next Generation Science Standards recently created by the National Research Council, and includes reading tasks that match the Common Core. Both are voluntary, state-led attempts to create nationwide benchmarks for learning in K-12 schools. But SimCityEDU is not just about teaching content. It’s designed to gather evidence about students’ “systems thinking.”
To See a great video clip about SimCityEDU click here;
To read the full article by Anya Kamenetz click here; http://www.fastcompany.com/3021180/innovation-agents/simcityedu-a-video-game-that-tests-kids-while-killing-the-bubble-test
- SimCityEDU: Gaming in the Classroom (mentalfloss.com)
- Gaming For Knowledge: SimCityEDU Teaches Kids All About City Planning (inventorspot.com)
- Educational SimCity mod coming to schools next month (gamasutra.com)
- GlassLab launches educational version of SimCity for fighting pollution (venturebeat.com)
- Nw ‘SimCityEDU’ game doubles as a pop quiz (theverge.com)
- Five Video Games Your Middle Schooler Should Be Playing (Plus a Bonus One) (wnyc.org)
- SimCity heads to classrooms to teach kids about environment (polygon.com)
- Let the Games Begin: Students and Teachers Dive Into SimCityEDU (blogs.kqed.org)
- The Latest Tools for Teaching STEM: Video Games (usnews.com)
- SimCityEDU headed to classrooms next month (vg247.com)