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Module 3 game based learning leyla sarikaya
1. Running Head: INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 1
Game-Based Learning
Leyla Sarikaya
American College of Education
2. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 2
Introduction
In this application assignment, the growing use of game-based learning will be analyzed, and the
pros and cons of incorporating games in the classroom will be summarized. There are also some
educational game based programs will be described.
Part 1: Growing Popularity of Game-Based Learning and Pros and Cons of Game-Based
Learning
Spires (2015) explains that "Many digital games require players to master skills (e.g.,
strategic and analytical thinking, problem-solving, decision-making, adaptation to change) that
are in demand in today’s workforce” (p.125). Educational game-based learning develops
students critical thinking skills. The game-based learning is a student- centered learning that
makes students active learners in the class, students engage in the classroom, and work towards
assigned goals, make mistakes but learn from their mistakes, think critically and work in a group.
Renaud & Wagoner (2011) state that “Well- designed educational games supplement instruction
by allowing students to develop critical thinking and problem -solving skills and learn by failure
without embarrassment” (p.59). All over the world, many classrooms move to game-based
learning approach. In a traditional system, students are the passive listeners and memorize what
they are told, but in educational game based learning, students actively work in the class and
learn the cause and facts of the topics, and the real-life skills are developed in educational game-
based learning approach. “Interviews with the players showed that they were very much
interested in learning through games and were even excited about the idea of having games
integrated into their educational curriculum rather than listening to classroom lectures” (Ramirez,
2010).
3. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 3
According to the Marklund & Alklind Taylor, “Game-based learning places a lot of
demands on teachers and requires them to take on many different roles, each of which requires a
particular skillset” (p.134). In the Marklund and Alklind Taylor’s case study, they conducted
with 7th and 5th-grade teachers to implement educational games in their classes. Students are
provided laptops, but they were not enough for each student, so two students shared one laptop.
The students were taking different classes. The 5th-grade class worked on history, but 7th-grade
students worked on geometry and mathematics. The goals were set for each grade, and the
curriculum is aligned accordingly. According to the case study, "5th-grade students made iconic
structures and rudimentary societies from the Medieval Ages and 7th-grade students calculated
scale ratios, drew blueprints, and built simple geometric objects and scale models of real-world
objects” (Markland and Alkind Taylor 2016, p. 124). At the end of the case study, it is informed
that students are engaged learning, and developed critical thinking skills. The picture of studies is
attached below.
In the study case, there are some points explained that teachers should not have a lack of
information about gaming, and they need to take different roles like a game facilitator, teacher,
advisory, etc.
Trybus (2017) explains that “Learning doesn’t mean rote memorization—it means
acquiring the skills and thought processes needed to respond appropriately under pressure, in a
4. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 4
variety of situations” Trybus also analyzed the traditional, hands-on, and educational gaming
approaches as in the chart that is attached below.
Traditional
Training (lectures,
online tutorials)
Hands-on
Training
Game-based
Learning
Cost-
effective
X X
Low physical
risk/liability
X X
Standardized
assessments
allowing student-to-
student
comparisons
X X
Highly
engaging
X X
Learning
pace tailored to
individual student
X X
Immediate
feedback in
X X
5. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 5
response to student
mistakes
Student can
easily transfer
learning to real-
world environment
X X
Learner is
actively engaged
X X
There are some pros and cons of educational game based learning. When it is considered
the pros of the game based learning that students are active learners, it is encouraging and
engaging students. It develops students critical thinking skills, and make ready them for the real-
life experiences. Students take actions and share their experiences one another. Students learn
from their mistakes without feeling embarrassment.
The cons of game-based learning that many teachers may have a lack of knowledge about
the games which are implemented in a classroom. Teachers may have a hard time to take
different roles like a game facilitator, teacher, etc. Some of the games may not be appropriate for
the students. The game which cannot be aligned with the curriculum.
Part 2: Different Games
There are a different kind of educational games can be used in a classroom. As a
Language Other Than English (LOTE) teacher, I first checked whether the games are related to
our curriculum or not. I also checked whether I could edit the languages or not.
6. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 6
1: Quizlet and Quizlet Live
The URL of the website https://quizlet.com/latest and https://quizlet.com/192676732/live
Quizlet is an educational website that teachers and students can create their study sets, and
practice them everywhere. I first created a teacher account and added my classes on the quizlet.
You can change languages depends on what language to teach. In my classroom, whenever I
finish a vocabulary or reading section, I first let my students create their study sets that they can
record their voices, upload images on the study sets than I pick a random study set and create a
game on the live section of quizlet. Students see this screen below and type the join code
7. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 7
In quizlet.Live game, there should be at least six students in a classroom. When all students enter
the game, the system automatically creates random groups and assign names for each group, and
then students work in a group to answer all questions. The fastest team gets points if they
respond to the questions correctly. This game can be used for grade levels. Students both get
very excited and recall the previous topics too. Students learn how to work cooperatively and
support one another during the game. The students also speak the target language in class and
practice what we learn in class. Students can also work outside of the classroom by log in to
their quizlet account.
8. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 8
2: Quia
The URL of the website is https://www.quia.com/nominate.html
I just explored this website this week and created my classes and activities. In this website,
teachers can create their classes, and assign a different kind of activities and quizzes to classes.
On Quia, My students especially like the activity part. On activity section, there are different
kind of games which are a battleship, hangman, puzzle, picture perfect, scavenger hunts, etc. The
activities make students recall the vocabulary or any phrases that are covered in class. Students
first need to log into their account and go to assigned works section then they can play the
activities.
A teacher also can add links and videos or pictures to activities to make the activities
more creative. As in the example below, I uploaded a Quizlet link on the activity section, so my
students review the vocabularies by clicking the flashcards and complete the assigned activity
quickly.
9. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 9
This game based website can be used in middle and high school students. Last week, I tried this
site for all my classes 6th grade through 11th graders, and they all enjoyed it and did not have a
hard time to figure out the website.
10. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 10
3: Kahoot
The URL of the website is https://create.kahoot.it/#
Kahoot Website does not require educators to set up any classes. After creating a username and
password, the website is ready for us to create quizzes, discussions, and surveys. When a quiz is
created, I can upload videos, pictures on the questions. Whenever the study sets are ready, just
click on the play link that will show on the account and the system will create a game. Students
need to type the join code to study the assigned works. It is a very competitive that all students
participate in class, and get very excited. The Kahoot help my students recall assigned reading,
vocabulary sections, or grammar sections. I can also find other teachers ‘works and copy to my
account also edit the study sets if it is necessary. Kahoot can be used for the 4th and 5th grade,
middle and high school students.
12. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 12
4: EDpuzzle
The URL of the website is https://edpuzzle.com/
Edpuzzle is a video website that allows teachers to create their classes. The purpose of the
website is to use videos in a classroom setting. I explored that I can edit the videos by adding
questions, recording the videos, cutting some parts if they are not necessary and using them as an
educational tool. I created a teacher account and uploaded any videos related my pacing guide. It
is an excellent listening assessment tool that is a video version of the listening assessments. It is
13. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 13
an exquisite resource for visual learners. I could assign the videos by adding questions, and
discussion parts, so my students both enjoy the video and learn visually. Instead of just making
students listen to a text or workbook listening sections, it is better to assign videos and edit it
regarding assigned curriculum of the classes. EDpuzzle can be used for all grade levels,
especially for elementary kids.
15. INSTRUCTIONAL MODELS FOR DIGITAL LEARNING 15
References
Marklund, B. b., & Alklind Taylor, A. a. (2016). Educational games in practice: The challenges
involved in conducting a game-based curriculum. Electronic Journal Of E-Learning, 14(2), 122-
135.
Ramirez, C. G. R. (2010, July). Implementation of a digital game-based learning environment
for elementary education. 2010 2nd International Conference, volume 4.
Renaud, C., & Wagoner, B. (2011). The gamification of learning. Principal Leadership, 12(1),
57-59
Spires, H. A. (2015). Digital game-based learning. Journal Of Adolescent & Adult
Literacy, 59(2), 125-130. doi:10.1002/jaal.424
.
Trybus, J. Retrieved March 11, 2017 a, from http://www.newmedia.org/game-based-learning--
what-it-is-why-it-works-and-where-its-going.html