Public
Activity Feed Discussions Blogs Bookmarks Files

Gaming and Simulation Defined | Origin: EL115

This is a general discussion forum for the following learning topic:

Gaming and Simulation in Online Learning --> Gaming and Simulation Defined

Post what you've learned about this topic and how you intend to apply it. Feel free to post questions and comments too.

I will like to use games because I want to help students in their learning.  Also I want to introduce some kind of enjoyment while students are learning.

Gaming is another way to learn, also helps memory retention when they realize some one.  I expect using them students could reforce learning.  However, is not easy to find a well designed game and when you aply it takes much more time.

I have already been applying it, the response of the students is very enthusiastic, participation has increased, especially in online classes.

Providing well thought out simulations takes time--developing and integrating them. However, the benefits can be great.

Comment on Chanel Zelaya's post:  I wish I knew more about the implementation of games tied to student learning objectives

Additional reasons why gaming and simulation aren't more often chosen/integrated into eLearning.

Games often are limited due to the fast pace of the content in the courses.

The course integrates gaming and simulations into online learning environments to enhance engagement and learning outcomes. It begins by defining gaming and simulations as educational tools, emphasizing their role in introducing, engaging, and reinforcing learning concepts. Learners will explore the advantages and challenges of using these tools, analyze their design and implementation strategies, and learn methods to assess their effectiveness.

To apply this in an online classroom, educators can:

Integrate Interactive Elements: Use gaming elements to immerse students and encourage active participation.
Offer Flexibility: Adapt gaming activities to accommodate diverse learner needs and schedules.
Assess Effectiveness: Regularly evaluate gaming and simulation activities to ensure they meet learning objectives.

I agree that sometimes students use the 'scoring' as the focus, and they are not interested in learning the underlying content.  I give my HS students extra credit for being in the top 5 score level.  But I cannot do this with my adult learners.  So, I usually get 100% participation with the HS students, and about 25% participation with the adults, since it doesn't do anything for their grade.  I also find that the amount of time taken to prepare games exceeds the amount I use to prepare a lecture.  So, from an educator's perspective, is it time well spent?  That's a tough one for me, because I think the gamification of education is essential for some, but not others.  It is just one tool in the toolbox.  I find that when I use pre-made games, they are fraught with errors, and I have to do a lot of editing.   

I have previously used this type of learning, but in the classroom, by preparing a Jeopardy game in order for the students to be in a group setting and validate skills/terms already learned. I agree with those that say that the preparation on the part of the instructor is very time consuming, particularly if you want to use it on a regular basis. More resources would be helpful. Robin Johnson

I've been using simulators, and since the pandemic, I've integrated many online games into my classes, and it's something I truly love. I think one reason I would never stop teaching online is precisely the energy that is achieved with games with the students. It's very rewarding to know that they have pedagogical value, according to so much research

Online Simulations for Patient Interactions can be extremely useful for nursing students. Use online simulations that mimic patient interactions. These simulations can cover communication skills, patient education, and bedside manner.

Showed the advantages and disadvantages of gaming. Would like more specific info

I use games in breakout rooms which allow the students to work together. 

Simulations and games need to be realistic and focused on specific areas.  This can be time consuming and  support is needed 

  • Gaming/ Simulation is helpful for developing professional decision making.
  • Preparation time is a draw back for teachers.
  • Need to balance fun/ competition & opportunities for insight. 

Trying to find a happy medium between academic content, entertainment, subject relevance, and real-world application seems to be a genuine struggle of its own. It's like juggling chainsaws, or at least that's what it feels like sometimes.   

 

I learned that thee students learn more

Gaming interest the majority of the young learners and provide excitement and stimulations to learners.

Games may make the information more interesting for students, I find that creating some of the games are time consuming.

Sign In to comment