Teachology Fall 2014 Edition | Page 17

teachology and encourage involvement. By their very nature games tend to be novel and break up the routine of lectures or group discussions. However that novelty can soon wear thin if you revisit the same game too many times. Using Angry Birds to discuss physics or geometry is fun...the first time. Games as a form of literacy. Helping students to strengthen critical thinking is one of the primary goals of higher education. Identifying objectives, understanding the structure and logic of a game and following the narrative are all forms of literacy that draw on critical thinking skills from numerous disciplines. Understanding what makes a successful game requires that students think about elements such as design, character, and even computer coding. Games can be just as rich a subject of analysis as other forms of popular media. The award winning video game Bioshock is just as famous for it’s references to the philosophy of objectivism as it is for its stylish graphics and engaging gameplay. Games as a form of feedback. We all know how important feedback is to our students. Well-timed feedback can reinforce strong performance or discourage wrong thinking. At their essence, games are one big feedback mechanism. You progress in a game by being attuned to the feedback you’re receiving from the game itself or other players. What particular skills are you looking to encourage in students and what games teach those? The popular board game Ticket to Ride encourages both long-term planning and the need to be adaptable through its challenges and reward system. Questions: What are some of the successes of gamification in the classroom? What is an example of a gamified classroom activity? What does the student gain from such an activity? Video here Jane McGonigal researches and writes about gaming and her Ted talk should be required viewing for anyone who wants to roll the dice with their class. Click here to register for the Gamification workshop! November 21 at 1:30pm in P-264