Learning games have been the subject of extensive research during the previous ten years. Recently, some researchers finished meta-analyses that compiled all the available data to determine the current trends. A study of 694 K–8 teachers by the Joan Ganz Cooney Center that focused on the use of digital games in the classroom was also completed. The research results from these and other current studies are summarized below, and we at Filament Games want to share what educates and motivates us!
Games have value
Games can help all kids, but they can especially help those who need it the most.
In 57 research, including games into lessons was more successful than utilizing other educational approaches (SD .33). Playing a game increased intrapersonal and interpersonal outcomes in addition to cognitive learning outcomes. Games aid in the retention of what pupils have learnt, according to researchers looking at other studies’ collections.
In a poll conducted by the Joan Ganz Cooney Center, teachers felt that games gave lower-performing pupils the greatest benefit and increased engagement. Nearly all of the teachers questioned (47%) claimed that low-performing students benefited the most from games in their classrooms, and 65% claimed that low-performing students were more engaged with the material as a whole when it was presented as a game. 55 percent of teachers reported that games motivated their less-motivated kids more.
Design is crucial
The extent to which students profit from a game depends on both the design of the game and the courses that use it in the curriculum, even though the benefits of utilizing games have been well shown.
In 20 trials, Clark et al2014 .’s meta-analysis found that students who played games with learning theory-informed design enhancements outperformed those who played the identical games in their normal form (SD .37). Even though many games allow students to practice a skill numerous times within a single play session, in studies when students were allowed to play a game more than once, learning outcomes were much higher when students played multiple times. This shows that it’s crucial to pick educational games and include them into courses in a way that allows students to reflect on and apply what they’re learning in between gameplay periods.
Teachers are crucial
Every day, teachers plan the experiences that their pupils will have in the classroom. It is the responsibility of the instructor to design or choose instructional resources and to determine how best to use them in their classes. Regardless of the characteristics of the specific instruments used, these choices have a big impact on the results of learning.
While employing games can increase learning gains in a variety of situations, teachers who supplement their students’ gaming experiences with additional support and instruction have seen the most improvements in learning outcomes. Games were most beneficial when they were accompanied by a variety of other activities by the teachers.
The entire student is important
Both academic and social-emotional growth are supported by games.
The Joan Ganz Cooney Center’s Gamesandlearning.org initiative highlighted the findings of a recent study on the social-emotional consequences of video games that was conducted in the UK. In a study involving 11,000 students, it was discovered that playing video games generally did not have any detrimental emotional or behavioral consequences or affects on attention. A second research of 5,000 students examined gameplay in greater detail and discovered that students who played games for up to an hour each day showed improved social and emotional wellbeing.
3 practical uses for virtual reality in education
Virtual reality has the potential to fundamentally alter how we learn, but what will that transition actually look like? Since several years ago, we have kept track of the development of VR in the classroom and have even made some forecasts of our own. Want to get a sneak peek at what future classrooms with more technology might resemble? Learn how these institutions are paving the way for other organizations to follow by utilizing VR to complement their current curricula:
The Google Expeditions program, which enables teachers to take students on in-class virtual field trips using inexpensive cardboard VR headsets, is probably already well-known to fans of VR for learning. A growing selection of over 200 Google-curated adventures, including a visit to the International Space Station, an inside look at a TV studio, a deep dive to study the ocean floor, and more, are available for teachers to customize and optimize for their curriculum. Google Expeditions is an appealing option for larger classrooms and school districts thanks to the relatively low cost of cardboard VR equipment. Google has even started experimenting with new AR features, opening up a whole new world of immersive learning possibilities for any student with access to a smartphone. Visit the Google Expeditions program’s official website to find out more information.
A New Approach to Math Education
AMD took VR to a school in Toronto, Canada to let kids and instructors try out the technology in an effort to demonstrate its effectiveness as a teaching tool. Students used Google’s Tilt Brush, a well-liked program that enables users to paint in 3D space using VR, to collaborate to create 3D graphs in virtual reality. In contrast to attempting to express the same information in a more conventional, 2D manner, educator Kelvin Lam observes that creating 3D structures in VR can prove to be rather helpful for students trying to comprehend how a particular mathematical system performs. When was the last time you saw so many children smiling in the middle of math class? Overall, school staff members appeared satisfied with the results of the in-class VR experiments on student engagement.
STEM virtual labs
Labster founder and CTO Michael Bodekaer talks about his organization’s attempts to transform STEM education in the aforementioned TED Talk. His company has created a fully simulated virtual reality laboratory that can simulate both straightforward and difficult experiments. Bodekaer touts Labster as a potential cost-saving opportunity for colleges and universities since the simulators let students run experiments first without the need for real-world tools and resources. The business has started creating and applying interesting tales in their labs to help with immersion. For example, they might ask students to perform different lab tests to help solve a mysterious murder case. In order to properly optimize the potential impact of VR in schools, teachers must be willing to accept the technology as a basic asset in their teaching arsenal, which is how Bodekaer concludes his TED Talk.