Game-Based Learning and a Whole Child Approach

 

This post originally appeared on The Whole Child blog, an ASCD initiative to call on educators, policymakers, business leaders, families, and community members to work together on a whole child approach to education. View Original >

 

Game-based learning (GBL) is a current trend in education reform and, as it becomes more widely implemented, we must make sure we are not simply focusing on the tools. Using games for learning is a great tool, but only if the use is intentional and aligned to best practices for student learning. GBL can, in fact, be aligned to the Whole Child Tenets—healthy, safe, engaged, supported, and challenged—further leveraging it as a legitimate instructional model to reach all students.

HEALTHY

Each student enters school healthy and learns about and practices a healthy lifestyle.

There are many games for learning out there that promote health and well-being. Superbetter was just released and it includes a learning platform with quests and challenges targeted toward various physical fitness and mental well-being goals. Another fun mobile example is Run, Zombies!, an app that turns running into a zombie apocalypse story. There are plenty more games to choose from out there, and again, the games can help engage students in healthy activities in a fun way.

SAFE

Each student learns in an environment that is physically and emotionally safe for students and adults.

One of the essential design principles of GBL (and games in general) is the safety to fail. Often in education, whether through punishing students by grading formative assessments (or not replacing earlier failures with successful summative assessments) or lack of multiple drafts, we teach students that they only have one shot to get the right answer. Games on the other hand make trial and error a safe norm. We can use GBL to foster a safe space for learning in our classrooms.

ENGAGED

Each student is actively engaged in learning and is connected to the school and broader community.

GBL’s intent is to create an engaging environment where students learn both content and 21st century skills. Games engage our students through careful creation. From leader boards and avatars, to freedom to fail and immediate feedback, games and game mechanics can provide another learning model to engage our students.

SUPPORTED

Each student has access to personalized learning and is supported by qualified, caring adults.

GBL aligns specifically to the “personalized” aspect of this tenet. Although games are often collaborative, all games have important, individualized quests and missions. In a game that requires learning of content, the game is highly personalized. Success is only achieved through the individual’s play and learning.

CHALLENGED

Each graduate is challenged academically and prepared for success in college or further study and for employment and participation in a global environment.

Games are often quite challenging. Game designers spend time making the “flow” of the game perfect, where there is just enough challenge, but not so much that the game is impossible. We can use GBL to create an appropriate challenge to learn and practice content.

Through intentional and careful implementation, educators can use GBL and various games to address and meet the needs of the whole child.

1 Comment

  1. I’ve been envisioning for years how online learning could impact education in exactly this kind of way. I love the work being done with GBL now. Just imagine if your history class played out like Oregon Trail, going on a journey through time. That level of interactivity and multi-modal learning is the way learning should be!