If you ask your teens to do their homework, they will find a thousand other things to do. But if you put them in front of a video game, they will focus on it for hours. How exactly do game designers create this kind of engagement? And what if we apply these principles to education?
I’m a teacher, a teenager’s father, and occasionally video game The player himself.I know college professors are blaming for a reason violence Some of these games promote.Others Video game addiction problem..
However, these criticisms ignore the strengths and potential of the video game world. Rewarding tasks..
You can see the video when you see a teenager playing a video game for hours Game designer Understand what my fellow teachers and I didn’t understand!
In my education, this question takes a more concrete form. I think we can make distance learning courses more dynamic by incorporating some elements of video game culture.
The era of gamification
Others asked the same question. Gamification Is an established field of study in university pedagogy.Generally, it refers to a set of educational approaches and tools that use both video game mechanics and inspiring abilities. Student involvement..
These pedagogical approaches are “Attract people, encourage action, promote learning, and solve problems with game-based mechanics, aesthetics, and game thinking... ”
We College students In the first place, he is more naturally involved in the subject and has a passion. After all, they each chose their own field of study. But my answer to that depends on the course.
When I first started teaching, I taught courses in ethics and professionalism. This was a mandatory course in the engineering program and was far from a popular course.
First, the instructors assigned to this task are all philosophical trained and applied ethics for the specific difficulties of science and engineering professionals (engineers, land surveyors, chemists, agronomists). I had a hard time teaching an academic course.
Students resisted what seemed too theoretical and even separated from the reality of their future profession. So what do you need to do to create an exciting course that will attract these students?
I didn’t know much about the students, except for the fact that they belong to them. Age group (19-23 years old) who regularly play video games.. What if the key to attracting them was hidden in the game console they spent the night on?
Game as a tool of engagement
Engagement is a concept that has existed in academic literature for over 70 years. It has become a policy anchor for many educational institutions. Student involvement has several benefits, including student satisfaction, patience, and improved academic performance.
Some researchers use engagement to assess instructor performance and even organizational excellence. Over the years, we have gradually adopted new tools to make the course more interesting, engaging and inspiring for both students and their teachers.
Trophy, badge, reward
One of these tools was particularly exciting and helped increase student engagement. A system of trophies, badges and rewards inspired by the world of video games.
The system was designed with the help of the Information and Communication Technology Center (CSTIP) at Laval University and is presented in the form of an application. The mechanics and style are similar to the “achievement” and “trophy” systems commonly found on the two most popular video game consoles (Xbox and PlayStation).
This reward system encourages actions such as active participation, attendance, humor, creativity, usefulness, team spirit, leadership and curiosity. Our educational institutions promote these behaviors with rhetoric and policies, but in reality, these behaviors are difficult to recognize with traditional evaluation and evaluation systems.
Trophy and achievements are used in video games to reward player efforts and to track and measure progress. For example, when a player completes a level, discovers a new power, or eliminates an enemy, he or she will receive a trophy. These systems also encourage players to explore elements of the game that they may otherwise ignore or overlook.
For example, exploring all the nuclear shelters in Fallout, visiting all the brothels in Grand Theft Auto, and buying paintings in Florence and Venice in the Assassin Reed universe, all a lot of time, patience, It takes effort. Each of these exploits will be rewarded with trophies or achievements, depending on the console used.
The sum of these rewards also allows players to compare themselves to other players. All of these tasks and mechanisms can be replaced in the context of education, such as exploring new content, successing difficult tasks, active participation, and completing a series of specific tasks.
To systematically classify trophies and rewards related to student engagement, I used the following five categories: Study on the subject:
- Express (create, build, decorate)
- Exploration (trial, experiment, investigation)
- Compete (excellence, success, distinguish)
- Collaboration (sharing, help, cooperation)
- Identify (recognize yourself, know yourself, associate with a group)
Students win trophies when they show one of the first four categories of commitment through their actions and attitudes. Each trophy is accompanied by a short note from the teacher congratulating the student’s “achievement” by promising to earn a bonus mark at the end of the course.
The final category (identification) is displayed as a table of leaders and winners for each category. The graph shows the student’s most successful engagement categories and profiles. The game has four profiles. Explorer profile; competition profile and collaboration profile.
Here are some examples of trophies. A student Those who attend 90% of the class will receive the “My body was there” trophy. Students who participate in the discussion board more than 20 times will receive the “Forum Addict” trophy.
Some trophies are aimed at peer support and team spirit, such as the “Medical Support-Medical” trophy. It is clear that trophies are also offered for academic performance, including “Captain America.” Trophy (For A + grade). My course offers dozens of trophies, badges and rewards. Top class students get about 30 of them. And they do all this with up to 5 bonus marks!
The efforts these students are willing to put in for some trophies are impressive. The average number of visits to the course site is about 100 per semester, but some students visit the course site more than 1,000 times. The bulletin board admits that many students are obsessed with winning trophies. Others write me asking for a list of all trophies, badges and rewards. Not all students are trying to win the trophy, but overall they are having a little more fun. And so are their teachers!
Quote: How teachers use video games to motivate students (May 31, 2021) from https: //phys.org/news/2021-05-teachers-video-games-students.html 2021 Obtained May 31, 2014.
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How teachers use video games to motivate students
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