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.
Gaming interest the majority of the younger students and stimulates learners to participate.
Gamifying learning is a great tool, however it does have its challenges to make it optimal for student engagement and maximum retention of content material.
Gaming is another way to learn but it takes time to create those games.
I feel that students today would be more engaged by having games involved as most students these days are gamers. I unfortunately do not teach, so not sure how I would implement this.
Games are helpful when used adequately. for instance, games need to be pre-planned thought out and has to apply to your specific class. each class is different so make sure the students in those classes are able to understand and engage.
I like building the data for games but it takes time. I have found multiple sites but I am still on the hunt for built games in our area and subject matter.
I feel that starting to implement gaming into your very packed day of learning seems over whelming. I am in agreement that gaming and simulation are very valuable tools to engage learners in any environment. With limited prep time to develop and implement these activities it seems. I agree that poorly designed games and simulations may be boring and repetitious limited success in helping learners develop knowledge and skills. What would be the best way to start that would not overwhelm an instructor that may not have super technology skills?
I have a PhD ABD in online learning. My dissertation is on gamification. Frankly, I didn't learn anything new. But I'm glad to have had the opportunity to learn from my peers.