Games based learning refers to using software and applications for educational purposes, which can be integrated in the classroom to engage students. Examples include using the Nintendo Wii for physical education classes to improve balancing skills, and creating virtual representations of oneself or others through "Miis" as an art activity. Online games can also motivate learning and improve math skills. While games involve play and following rules, they support individual, group, and whole-class work across grades when integrated into the curriculum.
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
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
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.