My initial thoughts:
Honestly, I am not a video games fan. I never really have
been. My brother, on the other hand, was the gamer in my household. So, I
couldn’t relate at first to the whole video game perspective of this video. However,
as the speaker, Tom Chatfield, went on to discuss the seven ways that games can
reward the brain, I became intrigued. I knew of some games that were used in
classrooms, and I have always tried to find educational apps for my
stepdaughters to use to help them with certain subjects in school. I do feel
that these seven ways help that Chatfield discuss are on point with assisting
students in the classroom. I related a lot to the game we are playing in our classroom currently on the Rezzly website. I have noticed a totally different approach towards school work on my part. I can see how the rewards and short/long term activities help me achieve goals and prevent feeling burned out. This is something I would like to incorporate within my classroom (when I become a teacher).
Below is a list of the seven lessons he discussed as
well as an explanation of how they will help in the classroom.
#1 – Experience bars measuring progress. This is a “simple
idea” as Chatfield put it. He states that instead of an instructor grading a
student in little bits, the instructor should create an avatar which grows in
little bits. This is a way of building something of their own.
#2 – Multiple long and short-term aims. Basically, this
action involves giving students long and short-term goals to keep the students
engaged in the classroom.
#3 – Reward effort. This
lesson is great if you involve games in the classroom for students to achieve
rewards. This also helps build confidence.
#4 – Feedback. Chatfield states that modeling things for
people will give them a chance to feel a lesson. This, in turn, will help a
student to understand a problem better.
#5 – The element of uncertainty. Rewards are great in the
classroom when playing an educational game. However, a reward that a student
isn’t sure about or was unaware of is even more exciting. This also gets the
student even more engaged and excited about a subject.
#6 – Windows of enhanced attention. This lesson is
considered those “Oh, now I get it!” moments that a student experiences. When a
teacher has the opportunity to witness this moment, this is considered the
window of enhanced attention in the classroom.
#7 – Other people. Engagement is a very important factor in
the classroom (and within some of the lessons Chatfield pointed out). Students
can learn from their peers and from their teacher when playing other games.
Learning from one another and about a subject is a great way to truly grasp
information.
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