Gamifying the Classroom A Psychological Examination of Using Video Games in Education.

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Gamifying the Classroom A Psychological Examination of Using Video Games in Education

A Generation of Gamers According to an APA study conducted in 2014, 91% of children ages 2 – 17 play video games. – 99% of teenage boys – 94% of teenage girls This generation of students has grown up with videogames. Source: Granic, Lobel. Engels

So What Even Are Videogames? “An electronic game in which players control images on a television or computer screen” Specifically video games are interactive! Source: Merriam Webster’s Dictionary

Then Versus Now Videogames of the Past Isolationist Simple Targeted only for young kids Little application to real life Videogames Today Social Complex Aimed at various demographics Realistic and applicable to life

Play In Education Benefits of “Play”. – “Allows children to experiment with social experiences and generate real world resolutions.” 1 – “Provides children opportunities to reproduce real-life conflicts, to work out ideal resolutions, and to ameliorate negative feelings.” 2 The goal of “Play” and education is almost nearly identical! Source 1: Erickson 1977 Source 2: Piaget 1962

Benefits of Gaming Enhanced visual-spatial and mental rotation abilities. 1 Improved problem solving skills. 2 Enhanced creativity. 3 Incremental beliefs about intelligence. 4 Promote cooperation and positive group work ethics. 5 Source 1: C.S. Green & Bavalier 2012 Source 2: Prensky 2012 Source 3: Jackson et al Source 4: Dweck & Molden 2005 Source 5: Gentile et al. 2009

Games and the Classroom This data is great but now what? “You can’t wait for innovation, you have to go after it with a club.” - Jack London