Educational gaming gaining steam

By Laura Devaney, Managing Editor
December 21st, 2012

Educational gaming can prompt shy students to engage with their peers.

Educational gaming is a well-known concept in educational technology by now, though many schools have yet to implement it in their classrooms. But as experts often agree, gaming can have a positive effect on student achievement and engagement.

The focus should not be solely on games, but on good games, said Dan White, CEO and a founding partner of Filament Games. Filament aims to merge best practices from learning with best practices from commercial game development to leverage the power of games and technology for learning fully.

“The question of ‘how’ is important, because this isn’t yet a part of mainstream reality for us,” he said.

Effective games use specific learning objectives in which students perform certain actions. Empowered identity is another component: Students are put in roles that give them access to those learning objectives. Games also need interactive systems that interest students and motivate them to interact with the game in order to master the learning objectives.

(Next page: What educational gaming offers students; how teachers can use games in the classroom)

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3 Responses to “Educational gaming gaining steam”

Thanks for the informational and applicable article. When incorporating games into the classroom setting, its important to adhere to certain standards. Teachers should expect their educational game investments to teach along with them: explain a skill, demonstrate it, provide opportunities for practice and most importantly, provide analyzed feedback. Progress monitoring is synonymous with successful transitions to more advanced development areas, skills, and competencies. Its of the upmost importance to ensure your investments offer this value.

January 7, 2013

While the article notes the benefits of selecting “good games” and mentions the value of “learning objectives” for effective game use, the primary driving reason for selecting a game is the objective or student learning outcome. Games are excellent teaching tools and instructional methodology that bring fun and excitement into the classroom. But, what is fun and excitement if students are not learning the intended objective for the class session? Educators are expected to manage their classroom effectively and meet the learning needs of their students. Overall, the objective, size of the class, the resources available, the physical arrangement of the class—in-resident or online, and the time the students have in the class will make a difference as to which “good game” best meets the needs of the students. We cannot lose sight of the learning objective in any classroom enhancement! You may gain further perspective on gaming by visiting