Creative, Active, Responsible Students in the Digital World 1 | Page 14

CO-FUNDED BY THE ERASMUS + PROGRAMME OF THE EUROPEAN UNION Game-based learning, using online video games for educational purposes By Eleni Androulaki 3 rd Primary School of Agios Nikolaos Crete, Greece At the turn of the 21 st century, public interest in games as learning tools took hold. In the eyes of digital game-based learning proponents, the general public and today’s teachers finally understood something that students and educational researchers knew all along. Ongoing research supports their effectiveness in education. Another factor for the acceptance of digital game-based learning, is that today’s students are a part of a digital generation that has become disengaged with traditional instruction. As a result, digital games may have a permanent home in education. According to a survey of K-8 teachers, 55 % have students play digital games in class at least weekly. Definitions Digital game-based learning refers to using actual digital video games as learning tools. The basic idea behind digital game-based learning in the classroom is that, as opposed to isolated tasks such as memorization, quizzing and drilling, digital games help students learn subject matter in context, as part of an interactive system. Game-based learning should not be confused with gamification. Gamification takes an element of education and replaces it with a game-based element. For instance, a teacher may replace grades with levels or experience points. Several types of games may be used in digital game-based learning. Educational Games: Video and computer games that use an engaging and immersive learning experience to deliver specific learning goals, outcomes and experiences. Online Games: Games that range from simple text-based games to games that span complex, virtual worlds used by large numbers of players simultaneously. Serious Games: Games that train or educate users; generally, serious games have a primary purpose other than entertainment. Simulations: Games that model real-world situations. Effectiveness of Digital Game-Based Learning Digital games are effective teaching tools because, “Games embody well-established principles and models of learning,” according to EDUCAUSE Review. “For instance, games are effective partly because the learning takes place within a meaningful (to the game) context. What you must learn is directly related to the environment in which you learn and demonstrate it; thus, the learning is not only relevant but applied and practiced within that context. Learning that occurs in meaningful and relevant contexts is more effective than learning that occurs outside of those contexts, as is the case with most formal instruction. Researchers refer to this principle as situated cognition and have demonstrated its effectiveness in many studies over the last fifteen years.” Other reasons help account for the success of digital games in education. Researchers point to play as a primary socialization and learning mechanism common to all human cultures and many animal species. Also, games apply to Jean Piaget’s theories about children and learning. The concepts of assimilation and accommodation are relevant to digital games, where cognitive disequilibrium is at play for the learner. In other words, students learn from failures and successes they encounter during digital games. CREATIVE, ACTIVE, RESPONSIBLE STUDENTS IN THE DIGITAL WORLD 13