Archive for March, 2014|Monthly archive page

We need video games in every classroom and here’s one of the whys

In Becoming ruminative in education on March 26, 2014 at 1:34 AM


Digital game-based learning (DGBL) had been touted for an array of benefits in the academic sense.  For instance, DGBL can supplement teaching by promoting motivation, critical thinking, problem-solving, systematic thinking, spatial reasoning, and other higher-order thinking skills.  In research, DGBL has been proved to facilitate learning in traditional subject matters as well.

While there are affordances and constraints with regard to the use of DGBL, my current research seeks to investigate teachers’ gaming experience, attitudes, self-efficacy, and perceived challenges and barriers toward the implementation of DGBL in classroom settings, in the hope of articulating a conceptual framework and typology of educational digital games with which teachers can rely on in incorporating digital games for instructional purposes.  In other words, my research and findings serve as one of the many whys educators and teacher educators should take heed of the potential educational benefits of DGBL.

I came across a talk by Dr. Shapiro of late and resonated particularly with the part where he talked about the fundamental differences between game-based learning and gamification, with the former being intrinsically motivating whereas the latter being more tied to extrinsic competition and emphasizing on commodified rewards.  To watch the half-an-hour talk to get his version of the why we need video games in every classroom, please go to the below link.


Jordan Shapiro’s talk on “Here’s why we need video games in every classroom”

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