I believe it would be helpful to have game-based learning in the classroom to promote the ARCS model of motivation. ARCS starts with getting attention of the students. Games are a dynamic way to grab attention, especially in game-based learning as the game is part of the instructional process, not just a format where accomplishments are recorded as in gamification. This later method I think of as decoration, to check for understanding and record progress, but it is limited in what it offers to pedagogy and student learning. Through ARCS we also learn that instruction needs to be relevant, how can we use games to be relevant? We can play on the needs of our students to compete, and in some ways trick them into thinking the game-based learning is relevant, because they want to win. ARCS also shows that students need to build confidence and find satisfaction. These elements are definitely accomplished through game-based learning as confidence is built to as students proceed through the game, and find satisfaction through the process.
As I do not have a classroom, I am not playing, nor do I have students who are playing games. I did find that there are many examples that are used cleverly in the classroom, one such game-based learning is MindcraftEdu. In the classic game, there is an endless world to create within using blocks with different functions. A few years back a NYC teacher crafted a version that includes text blocks for students to create presentations using the mindcraft platform, with text descriptions and presentations within. This allowed for other students to visit their peers' mindcraft worlds, exploring and learning from each others' projects. This is a simple example, but meets all of the ARCS model suggestions. 25% of Facebook users, 350 million sign on to play games every single month. Games are a huge part of our society. Games are everywhere! One example that anyone with a smart phone can access are the health and wellness apps on the phone. People can become obsessed with the number of steps that are counted each day. This total is something that people are quick to brag about, and may even squeeze in an extra walk to get in their 6000 steps. The act of taking steps, or exercising is highly encouraged and promoted by the simple device that counts your steps. This is an easy example, and is quite addicting.
2 Comments
|
AuthorAs a teacher and community advocate I strive to remedy the challenges of adverse childhood experiences (ACE), poverty and violence. I'm intrigued by the motivation that is cultivated by different supportive and discouraging learning environment, and how overcoming the achievement gap can transform our society. Archives
July 2017
Categories
All
|