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JISC
   (2007)…
   Believes that games based
learning refers to lots of different
types of software or applications
  that are used for educational
            purposes.
These different types of software and apps may be
 integrated within the classroom to try and engage
                       children with their learning.
A Few Examples.
The Nintendo Wii console is one form of games based
                                               learning. Many schools use a Wii as part of the PE
                                               curriculum. Murray (n.d.) states that many schools are
                                               finding the value in the Nintendo Wii because
                                               psychical activity is involved in nearly every game. A
                                               study conducted by Vernadakis et al (2012) found that
                                               students who had completed psychical education
                                               using a Nintendo Wii balance board had increased
                                               their balancing skills when being compared to
                                               students who used a mini trampoline and inflatable
                                               discs. This suggests to us that the Nintendo Wii when
Another way Nintendo Wii’s can be used
within the classroom and integrated within the
                                               being used in PE can improve skills such as balancing.
curriculum is the creation of what is known as
‘Mii’s’. A mii is a virtual creation of an actual
person. The way this can be integrated within
the curriculum could be through art. In order
for children to create a Mii of themselves they
may have to look at a picture or mirror and
create a look-alike. This makes the children
aware of their features and allows them to
think about how they can portray this in
artistic way. If children find reflecting on their
own appearance too difficult photographs of
famous people or identifiable people such as
parents or teachers can be used in order for
children to engage with this activity.
Many schools will use online games as a way of
teaching the children about how to use computers,
solve problems, improve mental math's and many
more. A study conducted by Cheng et al (2012) showed
that children who engage with online gaming can
influence a students motivation and learning interest.
Johnson et al
   (2012)…
 Supports this idea as they believe Game
Based Learning can be effective within the
classroom because it has the potential for
pupils to deeply engage with their process
                of learning.
But… What is
   game?
There are many definitions of
what a game is, here are just
a few..
“A form of play or sport,
   esp. a competitive one
 played according to rules
    and decided by skills,
      strength or luck.”
(Dictonary.com 2013, p.10)



                                    “”A form of play or sport; a
                                    period of play with a closing
                                     score.” (OED 2002, p. 255)




  “A form of play or sport having
   certain rules and equipment
       for play.” (Wordsmyth
              2012, p.1)
Two of the definitions seem to make reference to the word ‘Play’.
 This suggests to us that when children interact with games, they are
playing. We can understand that by allowing to children play, they are
improving on many different skills. The Curriculum guidance for EYFS
    (2000) conducted by QCA and Department for Education and
 Employment, the sates that play engages children’s bodies, minds
  and emotions. In playing they can learn how to interact with each
other and be part of a community. While playing children will be able
   to be in control and learn how to be confident in their skills and
themselves. All of these skills will be promoted when children engage
  with games. For more information on games based learning in the
                   foundation stage, see wiki pages.

All three definitions make reference to ‘rules’. Within a game, there is
    always some form of rule that children must abide by, either to
progress in the game or to keep the game active. Rules will vary from
  difficult rules that mist be understood properly to play the game or
 simple rules such as ‘you must click on the appropriate area in order
 to engage with the game.’ No matter how big or small the rules are,
children will begin to learn that abiding by rules is very important and
   these sorts of vies may have an impact in how they act within the
                          classroom environment.
Johnson eta l (2012) states that games based learning can
support individual, group or, whole class work. The games
     that are played by individuals and small groups are
  relatively easy to integrate into the curriculum and have
   been identifiable in many schools for a few years. The
 growing need for games based learning means that pupils
  can interact and learn at a much faster speed, from the
              EYFS right up to secondary school.
References.
•   CHENG, Y. et al. (2012) The Construction of an Online Competitive Game-Based Learning System For Junior High School
    Students. The Turkish Online Journal of Educational Technology, 11 (2), pp. 214-227.
•   DEPARTMENT OF EDUCATION AND EMPLOYMENT (2000) Curriculum Guidance for the Foundation Stage. London:
    Qualifications and Curriculum Authority, pp. 1-128.
•   JISC (2007) Games Based Learning [WWW] Available From: www.jisc.ac.uk [Accessed 20/03/13].
•   JOHNSON, L., ADAMS., and CUMMINS, M. (2012) Horizon Report, 2012 Higher Education Edition. Texas: The New Media
    Consortium.
•   MURRAY, P. (n.d.) Wii in the Classroom [WWW] Teach Hub. Available From: www.teachhub.com [Accessed 20/03/13].
•   VERNADAKIS, N. et al. (2012) The Impact of the Nintendo Wii to Physical Education Students’ Balance Compared to the
    Traditional Approaches. Computers and Education, 59 (2), pp. 196-205.
What is Games Based Learning?

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What is Games Based Learning?

  • 1.
  • 2. JISC (2007)… Believes that games based learning refers to lots of different types of software or applications that are used for educational purposes.
  • 3. These different types of software and apps may be integrated within the classroom to try and engage children with their learning.
  • 5. The Nintendo Wii console is one form of games based learning. Many schools use a Wii as part of the PE curriculum. Murray (n.d.) states that many schools are finding the value in the Nintendo Wii because psychical activity is involved in nearly every game. A study conducted by Vernadakis et al (2012) found that students who had completed psychical education using a Nintendo Wii balance board had increased their balancing skills when being compared to students who used a mini trampoline and inflatable discs. This suggests to us that the Nintendo Wii when Another way Nintendo Wii’s can be used within the classroom and integrated within the being used in PE can improve skills such as balancing. curriculum is the creation of what is known as ‘Mii’s’. A mii is a virtual creation of an actual person. The way this can be integrated within the curriculum could be through art. In order for children to create a Mii of themselves they may have to look at a picture or mirror and create a look-alike. This makes the children aware of their features and allows them to think about how they can portray this in artistic way. If children find reflecting on their own appearance too difficult photographs of famous people or identifiable people such as parents or teachers can be used in order for children to engage with this activity.
  • 6. Many schools will use online games as a way of teaching the children about how to use computers, solve problems, improve mental math's and many more. A study conducted by Cheng et al (2012) showed that children who engage with online gaming can influence a students motivation and learning interest.
  • 7. Johnson et al (2012)… Supports this idea as they believe Game Based Learning can be effective within the classroom because it has the potential for pupils to deeply engage with their process of learning.
  • 9. There are many definitions of what a game is, here are just a few..
  • 10. “A form of play or sport, esp. a competitive one played according to rules and decided by skills, strength or luck.” (Dictonary.com 2013, p.10) “”A form of play or sport; a period of play with a closing score.” (OED 2002, p. 255) “A form of play or sport having certain rules and equipment for play.” (Wordsmyth 2012, p.1)
  • 11. Two of the definitions seem to make reference to the word ‘Play’. This suggests to us that when children interact with games, they are playing. We can understand that by allowing to children play, they are improving on many different skills. The Curriculum guidance for EYFS (2000) conducted by QCA and Department for Education and Employment, the sates that play engages children’s bodies, minds and emotions. In playing they can learn how to interact with each other and be part of a community. While playing children will be able to be in control and learn how to be confident in their skills and themselves. All of these skills will be promoted when children engage with games. For more information on games based learning in the foundation stage, see wiki pages. All three definitions make reference to ‘rules’. Within a game, there is always some form of rule that children must abide by, either to progress in the game or to keep the game active. Rules will vary from difficult rules that mist be understood properly to play the game or simple rules such as ‘you must click on the appropriate area in order to engage with the game.’ No matter how big or small the rules are, children will begin to learn that abiding by rules is very important and these sorts of vies may have an impact in how they act within the classroom environment.
  • 12. Johnson eta l (2012) states that games based learning can support individual, group or, whole class work. The games that are played by individuals and small groups are relatively easy to integrate into the curriculum and have been identifiable in many schools for a few years. The growing need for games based learning means that pupils can interact and learn at a much faster speed, from the EYFS right up to secondary school.
  • 13. References. • CHENG, Y. et al. (2012) The Construction of an Online Competitive Game-Based Learning System For Junior High School Students. The Turkish Online Journal of Educational Technology, 11 (2), pp. 214-227. • DEPARTMENT OF EDUCATION AND EMPLOYMENT (2000) Curriculum Guidance for the Foundation Stage. London: Qualifications and Curriculum Authority, pp. 1-128. • JISC (2007) Games Based Learning [WWW] Available From: www.jisc.ac.uk [Accessed 20/03/13]. • JOHNSON, L., ADAMS., and CUMMINS, M. (2012) Horizon Report, 2012 Higher Education Edition. Texas: The New Media Consortium. • MURRAY, P. (n.d.) Wii in the Classroom [WWW] Teach Hub. Available From: www.teachhub.com [Accessed 20/03/13]. • VERNADAKIS, N. et al. (2012) The Impact of the Nintendo Wii to Physical Education Students’ Balance Compared to the Traditional Approaches. Computers and Education, 59 (2), pp. 196-205.

Editor's Notes

  1. JISC says that GBL refers to lots of different types of software or applications that are used for educational purposes These different types of software and apps may be integrated within the classroom to try and engage children with their learning
  2. We can understand that GBL can be effective within the classroom as Johnson et al 2012 believe that the greatest potential of GBL lies in the ability for pupils to deeply engage with their process of learning.