Game-Based Learning
Game-Based
Learning (GBL) is a mode of learning that incorporates competition and play to
teach a specific concept or further develop skills. Students are given the opportunity to play a game that
incorporates the learning objective and engages the students in the learning
process by using competition. In
this format, teachers are there to support students through the learning
process and guide them as they develop problem-solving skills throughout the
game (Teed, 2014).
The benefits to
GBL are that it engages students quickly and it teaches skills that are
applicable in everyday life.
According to Kevin Corbett (2012), “They learn to recognize patterns,
plan ahead, predict, make decisions, act, and most importantly, learn from
experience.” Using educational
games teaches students how to make quick decisions, develop their visual
literacy and how to work well on a team (Klopfer, Osterweil, Groff & Haas,
2009).
Comparison
While GBL can
draw in a student and provide a way for students to learn while developing
problem-solving skills, there are some disadvantages to GBL. According to Justin Marquis, digital game-based
learning can promote isolation and shorten attention spans (2013). To counteract this, teachers can
incorporate games that facilitate socialization and teamwork. While it may have these negatives tied
to GBL, incorporating games into the classroom can play off of students’
natural interest in games and digital competition (Marquis, 2013).
While these
disadvantages exist, when executed well, GBL can provide many more positive
additions to the learning environment.
GBL allows students to explore real-world scenarios and problem-solve
without real-world risks. It
allows students to make mistakes and learn from them. These skills can then be transferred to real life, where
students have more skills to navigate issues in the future (Trybus, 2014).
Classroom Relevance
This type of
learning can be incorporated into counseling lessons fairly easily. As counselors, we work to develop a
student’s academic skills, social/emotional knowledge and college/career
readiness. All of these can be
taught through GBL because it allows students to “practice” real-life
scenarios. An example of this is
through the Career Explorer Game provided by the University of Nebraska (2011). This game allows students to walk
through real-life scenarios and decisions. It asks students to choose their level of schooling and
future career, while adding in relevant roadblocks and problems for students to
solve. This game is a great way
for students to make risk-free decisions and learn from them.
References
Corbett, K. (2012). Non-digital game based learning. Retrieved from http://kevincorbett.com/non-digital-game-based-learning/
Klopfer, E., Osterweil, S., Groff, J.
& Haas, J. (2009). Using the
technology of today, in the classroom of today. The Education Arcade:
Massachusetts Institute of Technology. Retrieved from http://blackboard.cuchicago.edu/bbcswebdav/pid-1495153-dt-content-rid-4929408_2/courses/5352-5356.201520/Week6-reading-Klopher-edt6030-v14.pdf
Marquis, J. (2013). Debates about gamification and game-based learning (#GBL) in education.
Classroom Aid. Retrieved from http://classroom-aid.com/2013/04/07/debates-about-gamification-and-game-based-learninggbl-in-education/
Teed, R. (2014). Game-based learning. Starting point teaching entry-level
geoscience. Retrieved from http://serc.carleton.edu/introgeo/games/index.html
Trybus, J. (2014). Game-based learning: what it is, why it works, and where it’s going.
New Media Institute. Retrieved from http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
University of Nebraska-Lincoln (2011). Career Explorer. Retrieved from
https://itunes.apple.com/us/app/career-explorer-4-h/id457621702?mt=8