Abstract Details

Understanding And Utilizing Game-Based Learning And Gamification Pedagogical Practices

In order for students to have opportunities with relevant educational methods and strategies, engagement and motivation should be a consideration for all curriculum developers and lesson designers. By carefully considering and planning for ways to engage students of all ages with content, educators honor both the learning process and their students. Game-Based Learning (GBL) and gamification are two ways to make this happen. When both GBL and gamification are recognized as achievable, purposeful, and measurable across all disciplines, it becomes apparent that this type of learning design does more than aid students in acquiring skills, rather it envelopes them in a set of cultural practices.
Educators often have different ideas and definitions of GBL and gamification. If fact, these terms are often used synonymously. For the purposes of this session, presenters will content that one is more in alignment with teaching methods, while the other is more closely related to teaching strategies. GBL, when designed for and implemented in the classroom, is a method in which content is introduced, practiced, and assessed within a complete game setting. However, gamification is the utilization of specific game features borrowed from existing games as a way to enhance and engage traditional teaching and learning practices. Games and gamification can be provided in traditional formats, in online formats, and/or in hybrid formats. This presentation will provide participants with an example of how one group of designers developed a hybrid GBL opportunity for K-12 learners.
The aim of this presentation is to provide participants with practical ways in which GBL and gamification can be utilized as effective engagement motivation tools in K-12, undergraduate, and graduate pedagogical practices. Specifically, presenters will provide participants with examples of both GBL and gamification across a variety of disciplines and grade levels. Participants will also enjoy engaging with gamification techniques throughout the presentation.

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