Games as learning motivation: Difference between revisions
Jump to navigation
Jump to search
Line 9: | Line 9: | ||
== Games that require interleaved use of educational activities == |
== Games that require interleaved use of educational activities == |
||
:; Automatic switching : A game (e.g. [http://en.wikipedia.org/wiki/XBlast XBlast] or [http://home.gna.org/monkeybubble/ Monkey Bubble]) could be modified to require exercises in mathematics or vocabulary learning between the stages of the game. The game stages in both games are short and could require successful completion of configurable exercises in between. Because the game stages are short but fun they could motivate much more effective learning time than game time and still keep up learning motivation. Pairing of players could happen dynamically between players who had completed their current exercises. A conceivable drawback is that children could be encouraged to keep a short attention span so this would probably have to be complemented with efforts to counter this effect. |
:; Automatic switching : A game (e.g. [http://en.wikipedia.org/wiki/XBlast XBlast] or [http://home.gna.org/monkeybubble/ Monkey Bubble]) could be modified to require exercises in mathematics or vocabulary learning between the stages of the game. The game stages in both games are short and could require successful completion of configurable exercises in between. Because the game stages are short but fun they could motivate much more effective learning time than game time and still keep up learning motivation. Pairing of players could happen dynamically between players who had completed their current exercises. A conceivable drawback is that children could be encouraged to keep a short attention span so this would probably have to be complemented with efforts to counter this effect. On the other hand game stages could help to create a [http://en.wikipedia.org/wiki/Flow_%28psychology%29 state of flow], where the child is frequently rewarded in an activity that is neither too easy nor too difficult. The effects of [http://en.wikipedia.org/wiki/Dopamine dopamine] have also been mentioned in connection with computer games and learning, which could make it appear desirable to harness positive effects of games for some of the less interesting learning activities. |
||
:; Learning currency : Points must be earned in educational activies and can be spent in game activities. At least two independent currencies suggest themselves: gametime and starting level/level gain. A conceivable drawback is that children could be encouraged to see the learning part as the undesirable part and the game as the purpose, which could work towards ruining learning motivation outside the game context (e.g. in school). |
:; Learning currency : Points must be earned in educational activies and can be spent in game activities. At least two independent currencies suggest themselves: gametime and starting level/level gain. A conceivable drawback is that children could be encouraged to see the learning part as the undesirable part and the game as the purpose, which could work towards ruining learning motivation outside the game context (e.g. in school). |
Revision as of 14:54, 8 February 2007
Games that require previous knowledge
- Verbosity or Trivial Pursuit
- The learning motivation is mostly indirect because the child wants to improve his or her chances in the game through previous acquisition of knowledge. In Trivial Pursuit a "lazy strategy" allows to learn the answers to questions as they appear.
Games that motivate learning during the game
- Games with a well integrated knowledge part
- The knowledge is offered and required during the game. It is not possible to solve the game without gathering information about the knowledge areas the game is about. [1]
Games that require interleaved use of educational activities
- Automatic switching
- A game (e.g. XBlast or Monkey Bubble) could be modified to require exercises in mathematics or vocabulary learning between the stages of the game. The game stages in both games are short and could require successful completion of configurable exercises in between. Because the game stages are short but fun they could motivate much more effective learning time than game time and still keep up learning motivation. Pairing of players could happen dynamically between players who had completed their current exercises. A conceivable drawback is that children could be encouraged to keep a short attention span so this would probably have to be complemented with efforts to counter this effect. On the other hand game stages could help to create a state of flow, where the child is frequently rewarded in an activity that is neither too easy nor too difficult. The effects of dopamine have also been mentioned in connection with computer games and learning, which could make it appear desirable to harness positive effects of games for some of the less interesting learning activities.
- Learning currency
- Points must be earned in educational activies and can be spent in game activities. At least two independent currencies suggest themselves: gametime and starting level/level gain. A conceivable drawback is that children could be encouraged to see the learning part as the undesirable part and the game as the purpose, which could work towards ruining learning motivation outside the game context (e.g. in school).