Monday, September 23, 2013

Learning From Gaming


Learning from gaming, or connecting digital games with learning, has increased over the past decade in the regular classroom setting.  Whether students are playing math fact drill games on the computer or participating in a virtual world of problem solving such as Minecraft, students are connecting in the classroom.

Gaming has a way of increasing students’ participation and interest in education.  Gaming can be considered as taking a subject, such as math, and drilling facts over a game.  The technology-based game provides instant feedback to the learner, and instant data for the instructor.  Many classrooms in fact do use this type of educational gaming, or something similar in the area of reading, math  and spelling.

Additional gaming opportunities also include situations where students participate in a virtual world, with an avatar, and are able to work through a simulation, using higher level thinking skills and in a team based setting.  Games such as Minecraft provide students the opportunity to connect games and discuss strategies and build together to solve problems. 

Games such as the later enhance the learning experience for many students, providing an opportunity for higher-level thinking and problem solving in a virtual setting.  Gaming can prove to be intrinsically motivating to many students, as subject area knowledge increases, as the players become learners.

For those who would like to read more about the research of successful gaming in the classroom, consider reviewing the following articles…


According to Heystead and Marzano, gaming in the classroom increases academic performance and achievement scores by 20%.   Gaming increases interest, enthusiasm and competition, engagement is increased and students refocus their attention to the curriculum.   Gaming increases collaboration and problem solving rather than passively listening to collect information in a classroom. (Schwartzman, 1997) 



Will Richardson reports that gaming in the classroom is not new to teachers, in fact in a study completed by the Joan Ganz Cooney Center at Sesame Workshop which strives to increase and enhance students’ learning in this digital age, found that 325 of 500 surveyed teachers use educational games in the classroom, and 18% use them every day. Overall teacher’s surveys suggested that gaming increases participation, individualizes instruction and assesses students’ knowledge both of which help collect meaningful data.

What students are playing is still a topic of conversation.  Simulations in gaming provide opportunities for students to collaborate and problem solve and develop solutions to real life situations.  Simulations provide the opportunity to increase higher-level thinking while incorporating multiple objectives across the curriculum.


Games are successful when used lightly and thoughtfully.  To get the most out of gaming in the classroom, Marzano suggests setting up revolving teams where competition is friendly in the classroom, not for points.  Allow teams to complete for light reinforcements only for fun.

Keep gaming curriculum based and focus on vocabulary that students need to master.  Discuss this during the gaming process, assessing this material.

Take time to debrief after gaming and discuss the outcomes of the gaming session.  As a group, have the students check in about how they felt about the procedure, and questions they may have had or what they are still working on learning.

Make connections through note taking.  Allow time for students to revise notes they have taken on the subject in older grades.   What did the game teach them?  In younger grades, your classes can make connections to the games, allowing for higher retention.
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2 comments:

  1. Hi Kristen! I researched Learning from Gaming too, and especially enjoyed looking through the different resources you found. The "Gaming Gains Respect" article particularly caught my attention. It would be really interesting to spend a day in the charter school that uses gaming as its main instructional method. Longer-term, I wonder what affects they would find on student achievement over time? Thanks for sharing!

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  2. Kristien, I research learning and gaming as well, as I find this very useful and practical for our media-rich classrooms. You picked great articles that really helped make a connection. LIke any new teaching mehtod, gaming certainly has its critics. We need to experiment with it and see some research-based statistics in order for the community to accept gaming as a sucessful teaching method, I know many kids that would benefit from this option in the classroom.

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