Effectiveness Learning Through Games

Playing games is a natural experience for human beings. Beginning with imitation in very young children, advancing to role-playing in older children and growing into games with rules, children of all ages engage in games for recreation and fun. However, the educational aspect of playing games should not be overlooked. Games increase the effectiveness of learning activities.
  1. Playing with Digital Is Not Just for Fun Anymore

    • Simulation is a highly effective learning tool made possible by digital media.

      Games that are played with digital media offer a broad array of learning experiences. From digital strategy games, to games involving racing cars or other action games, the effectiveness of the learning experience that comes through these games is heightened by the instantaneous feedback they provide. Particularly effective aspects of digital games are the interactivity they afford and the ability for the player to be immersed in the environment of the game. Players are able to tackle real-world problems in a digitally engineered setting, such as establishing goals, making decisions and evaluating the consequences of their actions. The instant feedback the games offer makes them a highly effective aspect of any learning experience. With digital games, it is possible to make corrections and adjustments and test new strategies immediately.

    Strategy Games

    • Strategy games help develop analytical skills.

      Strategy games have been around for centuries. However, traditionally strategy games were used for recreation rather than as a learning tool. Today chess, checkers and board games are used to teach problem-solving skills. Strategy games involve the ability to think ahead of an action and make contingent plans. When this type of game is taken into the classroom or training session, the teacher or instructor can make the game educational through the use of questions, giving players an opportunity to analyze their decisions and verbalize their strategies. Teachers may ask a series of "if-then" questions, requiring the student to articulate the anticipated result of a particular move or action. The effectiveness of this type of learning activity is the opportunity it offers students to practice analyzing and developing new strategies as needed.

    Physical Games

    • Playing sports and engaging in other physical games become effective learning tools when specific goals are established and feedback is given immediately or soon after the event. For instance, basketball players may practice their shooting skills through a game called "horse." In this game, a player acquires a letter from the word "horse" each time they successfully make a shot. The first player to complete the word "horse" is the winner. The effectiveness of this activity is in noting the feedback. Players keep track of their successful shots rather than just randomly shooting basketballs at the hoop. Players are encouraged to practice good techniques for successful shots so they can acquire more letters.

    Motivation and Iteration

    • Games become learning experiences when they offer a challenge and provide feedback --- a system that tends to motivate individuals. Iteration, which involves repeating the same task over and over and providing feedback on performance, increases the learning potential of the game at the same time it affords opportunity for experimentation. In their book "Making Learning Fun," Malone and Lepper suggest that for a game to offer a learning experience, it must provide a challenge, an opportunity for cognitive curiosity, a level of control and fantasy. Feedback can take different forms depending upon the game. With checkers, for example,feedback is given by observing the results of capturing the opponent's checkers or avoiding capture of the player's own checkers. When feedback indicates that the strategy is not producing the desired results, performing iteration until the desired results are achieved is effective for learning and gaining new skills.

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