Game-based Learning (GBL)
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Most of us like, It's because games are designed that way. i.e. it's person-centred (assigns role/responsibilities), challenging at each level/slot. and feedback the players instantly.
the best part is, it can be replayed and previous learnings can be utilised by the players to play even better.
Being a spectator isn't playing games, but still, it's "learning by not doing". ??
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we need to ask a question which is "Which one came first, Game or Learning?"
The answer to this is, both are almost the same and "Why to include (and not shift to) Games?" is another important question.
The answer is, it's too compelling to ignore but can't substitute books as of now.
Let me start with fundamentals, "????????'???? ?????? ???????? ?????????????????? ???????????? ?????? ?????????????????"
It's Curiosity, Effort and Attention from learners and mentors if all facilities are ensured for learning. and Games solve the issues mentioned above. It's in trend these days only because of high engagements. These leisure games can integrate head and hands, and can feedback/assess the learners in real-time.
i.e. It brings deeper context to the concepts. It humanises the process of learning, and all it happens due to slow and continuous change that happens to the players as levels in gameplay. this is how learning can be made addictive.
and it's what I meant while saying game-based learning - learning through (role) play, i.e. active engagement.
It's more like, "???????????????? ???????? ?????????????? ?????????????? ??????????, ???? ??????????????, ????'???? ???????? ?????????? ?????? ??????????" ??
There're some benefits associated with it which can be like;
? Cost-effective, time effective, resource-effective
? Simulation can be new emulation
? Better decision making
? Learnings go better as people can re/play or play at their pace (without shame) feedback/guide/tips
Other benefits are;
? It can develop visual data processing rate, comprehension, fine motor skills, strategy, patience, ability to find patterns and maintain attention for a longer duration.
? It can improve the trial and error rate, in a manner that it becomes easier (safer) to fail and enjoyable.
? Players can develop a sense of rule (importance/relevance), and become good at playing with given limitations each game they play.
? It's easier to plan interactivity (as games can have multiple levels), difficulty levels (based on their previous knowledge & energy level) in an individualized fashion.
? It may encourage self-directed (with responsibility) learning.
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#edutainment & #bitesizelessons (just like #tiktokvideos) are already on its way as a pedagogical tool/strategy because of the same engagement issue.
but it's not that easy ...
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? It requires to be well designed so that learning outcomes are met.
? It requires the students to be on a screen and may contribute to eye issues, obesity.
? It can create a digital divide.
? Revision becomes challenging with GBL
? It can be addictive/harmful for a few. Cyber Crime and Mental Well-being can become a concern.
? and at worst, It can be a distraction for some and may not be welcomed by all the students.
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? If focus is on feedback, and not on grades.
? If it's enjoyed meets Educational Objectives and has fun loaded in it.
? If it's not only competitive but collaborative too.
? If it's not over gamified.
Essentially, it should bridge real life and reel life. Teachers should mention which part of the game to be played as part of the lesson plan, also they should be enabled to make a game just like a lesson plan.
If done all these, it'll make them feel
? how they're progressing.
? failure is an indication that more skills are needed.
? discrete things can lead to bigger goals.
? interdisciplinary and Multidisciplinary concepts together.
? "How a system of clearly defined roles and objectives can lead to better outcomes?" and ...
Few examples are Minecraft, Triseum and here is the list of relevant games: https://www.edtechupdate.com/game-based-learning/tools/
Things are getting clearer, and It needs to be researched/developed even further. and this way, Gaming/Simulation can be a great pedagogical help to enhance teaching-learning-assesment process. As always I say, teachers & parents must be prepared for it before it's rolled out for students.
Thank You for reading, Your thoughts are invited.