How can we use games and play to encourage students to become active participants in creative learning?

Pen Holland, Katie Smith, Department of Biology, University of York

Abstract

The great debate about learning styles rumbles on, but the most important thing in developing life-long learners is not how they learn, but that they learn because they want to. From early babyhood to adulthood, people engage in learning through games and play. Small children begin to understand their world by pushing boundaries and building blocks. Tools such as Lego teach concepts from colour and shape through to sophisticated engineering techniques. Video and table top (board/card) games can establish deep knowledge of subjects such as history (Civilisation, Twilight Struggle) and science (Pandemic).

Harnessing this desire to play in the classroom via games and gamification – the
embedding of game mechanics or motivational techniques in a non-game environment – and using games as a platform on which to practice research skills, offers an opportunity for students to learn in an uninhibited, independent and personalised way, often helping students with anxiety to engage with course material without fear of failure, and thus enhancing the quality of student learning.

We propose a workshop that draws on gamification and pedagogical research to
highlight the key aspects of gamification that interact to engage and motivate the player/student in educational tasks. After a short introductory presentation, delegates will have the opportunity to become active participants in a number of case study games and activities (primarily in the Biosciences, but with general applications). The workshop will finish with audience discussion around the pros, cons and potential applications of this approach for students and educators in HE education.

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