The Art And Science Of GBL: Game Based Learning Infographic
“Gamification should be about driving learning and behavior change”
Karl Kapp, professor of instructional technology, Bloomsburg University
Gaming in America
$5.5 billion: gaming industry sales by 2018
194 million: estimated number of gamers in U.S. (2014)
1.8 billion: number of gamers worldwide (2014)
13 hours: weekly average time gamers play
97: percentage of youths who play computer and video games
40: percentage of female gamers
Gaming in the Classroom
Over 60% of learners say leader boards and competition would motivate them.
80% of learners would be more productive if learning was more game-like.
97% of teachers use digital games created for educational use.
70% of teachers saw increase in student engagement when using educational video games.
Frequency of Play
27% of teachers use digital games at least once a month
38% use games weekly
18% use games daily
16% Rarely, or almost never use games
50% of teachers polled are comfortable using games to teach
34% moderately comfortable 11% slightly
6% Not at all comfortable
80% of those teachers who feel “very comfortable” using digital games use them daily or weekly
100% of those who are not comfortable still use games once about once a month
How effective are video games in the classroom?
Pro:
- Games teach students:
- Tech literacy [Game play promotes literacy, from technological to socio-emotional]
- Multi-tasking mentality develops
- Teamwork
- Long-range planning
- Individualized instruction [GBL focuses on each student playing and learning for themselves; individualized instruction is a natural part of the equation]
Con:
- Cost [higher than book-paper-pencil paradigm]
- Distraction from other objectives
- Social isolation
- Shortened attention span
Teachers’ Pick Top 10 Games for the Classroom
- Chess Pro, with Coach
- Bridge Constructor
- Blox 3D
- Bio Inc
- Bastion
- Banner Saga
- Assassin’s Creed 3
- Armadillo Run
- Animate Me (3D Animation for kids)
- 80 Days
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