WEEK TWO 679 – What Common Characteristics Do Engaging Games Have?

What common characteristics do engaging games have?

When I think of games that I like to play, they are engaging, take some skill, are fun and you can get better the more you practice.  Why do people like to play cribbage, Scrabble, or Fortnight?  Many people were not very good when they started, but there was something that kept them going and motivated them to get better.  Through the whole process they were having fun.  Wouldn’t it be great if we could bottle the “thing” that Fortnight has and put that into school?

This brings us to our essential question for the day which is, “What common characteristics do engaging games have?” Cecelia Ollero in her article The Power of Games states you need to following characteristics to have an engaging game:

  1. Reward the player
  2. Make it social
  3. Make it challenging
  4. Give feedback
  5. Design it for a target audience

(Ollero)

Reward is what casinos use to keep gamblers interested.  If all you do is lose, you will find something else to do.  That is why they give small wins or even half wins to make them think, “The jackpot is just around the corner.”  You need to give positive rewards via points, stickers, etc. so students will keep going while they figure things out.

Make it social is just that.  Let them share and experience the game with other people. We are social beings and it means more when you can celebrate or experience a game with someone else. Gábor IstvánBíró in his article, Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning, explains that Gamification theory takes advantage of the fact that Generation Z is used to social media which can be utilized especially in online games.

Another key design challenge for games is to make it challenging, but not so hard people won’t even try.  As Cecelia says in her article, “Games that are too easy are boring, but those that are too difficult are frustrating” (Ollero)  The key is to gear the game to the level of your student or audience.

Part of what makes games work is that they give feedback. This is the key element of video games. You are constantly getting points, losing points or lives and sometimes get audio feedback with, “Good Job!”  or getting a burst of color or online animation. Learning new and difficult material can be hard, but with good feedback, students are more likely to do it.

Lastly, you need to know your audience to create a good game.  If you tried to make a Chutes and Ladders or CandyLand style game for an AP Literature class, students probably won’t even try because it is too easy for them. In order to make it interesting and challenging, you have to know the level of your audience.

We are still not to the point that we can make our own game, but we are getting there a little at a time.  By the time we are done with all these blog posts, we should be ready to design our own game.

Resources

Ollero, C.  The Power of Engaging Games.  Ennomotive.   https://www.ennomotive.com/the-power-of-engaging-games/

IstvánBíró, G. (2014, May 27) Didactics 2.0: A Pedagogical Analysis of Gamification Theory from a Comparative Perspective with a Special View to the Components of Learning. National University of Public Service, Hungary. https://www.sciencedirect.com/science/article/pii/S187704281403451X?via%3Dihub

Matera, M. (2015). Explore Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc.

By waclawskid

WEEK ONE 679 – Why Use Games in Education? (EDET 679)

Why use games in education?

From my perspective, the culture in the USA devalues and degrades education.  Many students come in with emotional and physiological issues and are not motivated.  Many parents have had bad experiences in school which they pass on these feeling to their children. Making education compulsory turns even more students off.  Much of what is called “school reform” and “innovation” is actually just a way to trick non-motivated students into actually wanting to learn and put some effort into their studies.  It doesn’t help that many teachers and schools still promote traditional education and lecture as the main form of content delivery.  This can be boring to many students and should not be the only teaching strategy used in the classroom.

This is where “Gamification” or using games in education comes in.  Yes, it is a strategy that tries to trick students into learning, but it is also more than that.  This takes a natural trait that humans have to compete, along with something that most students have a positive affinity for, games, and puts them together and you have “a perfect vessel to augment many pedagogical tools” (Matera, 2015).

In the anonymous web article, Why Use Gaming In Education, they explain that most students have played 10,000 hours of video games by age 21, students are more likely to be active participants with games and that they immediately understand and respect the structure and rules of games.  This basically means that students are primed to play games, understand what needs to be done without much instruction and have a positive opinion of games in general.

Gabe Zichermann in his TedTalk, The Future of Creativity and Innovation is Gamification, thinks that the reason to use Gamification is to promote creativity and innovation.  Michael Matera goes even further by saying that, “Games are filled with motivational complexity that can be used to shed light on topics and increase content complexity.  Both these individuals think Gamification is a strategy where we can get more from students than traditional educational practices or strategies.

As an educator, I think it makes sense to do whatever it takes to help students learn.  If Gamification is a strategy that can give good or better than normal results, then use it.  I will give Gamification a try and if it works, it will become an essential part of my instruction.

Getting students to play games is easy.  The hard part is making these games educational and geared to help students actually learn rigorous material.  This will offer topics for future blog posts.

 

Resources

Holloway, S. (2018, May 2). Gamification in Education: 4 Ways To Bring Games To Your Classroom. Blended Learning.  https://tophat.com/blog/gamification-education-class/

Matera, M. (2015). Explore Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc.

Zichermann, G.  (2014, February 25) The Future of Creativity and Innovation is Gamification. TEDxVilnius.  https://www.youtube.com/watch?v=ZZvRw71Slew

By waclawskid