Game-based learning and gamification

General News

Summary

Straight lines of front-facing desks were replaced with smaller groups of children sat around tables, encouraged to interact with one another, to play and explore, and to ask questions of themselves and the teacher. Arguably, the biggest innovation in education recently has been over the last 20 months or so, when many schools in the UK and around the world were forced to close their physical doors and take lessons online into virtual classrooms due to COVID-19. Examples in the classroom might be using a reward system in which children earn points and go on a leader board, or a game such as bingo or Blockbusters used simply to test a pupil’s knowledge. Other research links game-based learning to the development of a growth mindset as there is often an initial ‘trial and error’ approach which eventually leads to success, and they begin to see ‘failing’ not as an inevitable endpoint, but as something that can be overcome with practice, skill and effort. In addition, if students are left alone in front of electronic devices at the expense of quality adult or child interactions, then problems can occur in language and communication later on.

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$1M to $5M