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)