Gaming is a social activity Gaming stimulates students and children to play together. Acer is partnering with BuildAWorld for new gaming simulation platform. Which are the benefits of learning through this video game?
Students will be engaged in real world scenarios and lessons, so they can learn about sustainability, urban planning or energy. Students from age 10 up to university age will learn how to build, simulate and experiment, for example by setting up windturbines and measuring their effect.
Students will have an immersive visual experience, so they will actually see how to build and experiment with a nuclear reactor. Teachers will be able to use platform built-in tools.
Experience a 10 minutes demo of Build A World watching the video below:. Related articles. From rewards and improvement-based learning: discover the benefits of implementing gamification in education. Discover why teachers should integrate a gamification approach in their lessons to create a more effective learning experience.
Most read. About us. Contact us. Please enter your email to access to reserved contents. The University of Oklahoma has developed a calculus game that can help students succeed in calculus. Teaching students 21st-century skills, such as creative problem solving, is important for the future workforce , according to the Organization for Economic Co-operation and Development. Games such as DragonBox Algebra , where students solve math problems in a fantasy environment, can help students master skills such as critical thinking.
In games such as Civilization , players can be a civic leader and direct the prosperity of nations. Students learn through doing and can gain skills and knowledge through experiential learning that might not be gained in traditional classrooms. Games are a natural way to allow students to fail in a safe way, learn from failures and try again until they succeed.
Some games, like Burnout Paradise make failure fun. In the game, players can crash their cars — and the more spectacular the crash, the higher the points. This allows players to essentially learn from their mistakes, correct them and try again. Failing in a game makes the player feel inadequate, yet the player can immediately redeem themselves and improve their skills.
Extending the school day to give students more time for learning has been shown to be only marginally effective. A more effective way to maximize time for learning is through engaged time on task. When students are interested and care about a topic and it is relevant, they are curious and engaged. This provides a much better learning experience. In the classroom, teachers can engage students. But when it comes to homework, educators have to rely on other ways to motivate students.
The ESRB assigns ratings based on the content of the video games. For example, games rated E contain content that is suitable for all ages while games rated M contain content suitable only for ages 17 and up.
If using a game system, set restrictions based on game ratings, internet access, in-game purchases and more. Manage gameplay in a way that encourages students to discover, make connections and build new and improved understanding. Before ending a gaming session, provide time to discuss and gather feedback. What did students like and dislike? What did they learn? Give them time to share their experience.
Reflection allows students to transfer the learning from play to practice.
0コメント