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     Games are fun and are an effective way for students to learn and practice new skills.  The use of games "shortens the cycle between choice and result" whereby the game player takes a risk and tries something, succeeds, and progresses to a harder level of task, or the player tries something, fails, and then tries a different approach until success is achieved.  Implementing games into learning increases incentive to persist in tasks and practice skills.

     Utilizing games also cultivates a sense of agency whereby the adult learner has control over his or her own learning and can be self-directed as he or she progresses through various aspects of the game.

     Learning through the use of games also enables students to retain information through repetition and through completing tasks in a fun and engaging medium.

Engagement and Motiviation

      Games provide a structure for the learning of new material in a way that can be exciting, contributing to student motivation.  Games provide instant feedback to the learner as well as rewards to the learner.  Games encourage collaboration and the sharing of knowledge as students share tips on how to "conquer" the game.  Non-computer based games allow students to access multiple modalities of learning such as kinesthetic, auditory/musical, and linguistic learning preferences as well as visual. Some online games are used worldwide and are so successful in motivating students, they have been featured in the news, such as Free Rice.

"FreeRice is a triumph of converting passivity into engagement."

- New York Times Magazine

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Personal application

     For math classes, I utilize games such as  The Daily Set Puzzle teach pattern recognition, develops mathematical reasoning, and promotes conceptual and conceptual cognitive processes.  I use other online games, such as Cool Math which provide games where students can choose which specific math skill he or she wants to practice.

     My students love games such as Free Rice   which provides students opportunities to learn and practice in multiple subjects of learning including English vocabulary and grammar, geography, history/humanities, languages, math, SAT preparation, and science.

     I haven't used it yet, but I plan to use the reading games, 5 Minute Mystery, which requires the learner to read a passage and/or series of clues, compare and classify details, identify clues, interpret data, discriminate fact from fiction, deduce the culprit, summarize his or her findings, argue his or her conclusion, and modify his or her conclusion if and when new clues are presented.

 

 

Relevance and Effectiveness

Games

Reference

M, T. (2018, January 24). Game-Based Learning And Adult Learning Styles. Retrieved June 14, 2018, from https://elearningindustry.com/game-based-learning-and-adult-learning-styles

Quinn, A. L., Weening, F., Koca, R., Jacob, M., & Hochstein, S. (n.d.). Academic Research. Retrieved June 14, 2018, from https://www.setgame.com/teachers-corner/academic-research

Zurakowski, V. (2016, January 28). 9 Reasons Why Games with Adult Learners are a Must. Retrieved June 9, 2018, from https://busyteacher.org/18133-games-with-adult-learners-a-must-9-reasons.html

 

This video examines the research pertaining to games and learning.

This video examines the use of games to motivate and learn in the classroom.

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