top of page

Why are Educators using Game Based Learning in Their Classrooms?

There has been a substantial research recently completed in Game Based Learning and its effect on learning. Neurologist and classroom teacher, Judy Willis, has researched the use of video game models in the classroom setting.

 

From her findings she supports the idea of using the video game model as a learning tool because video game models allow children to participate in a challenge that is at their individualized challenge level and allow them to be rewarded for their effort and practice when they achieve incremental goals.

 

Willis’ research has shown that the brain receives an increase in dopamine when children solve problems, build skills or move up to the next level within the context of a game. Therefore, the mental or physical response that was required for the increase in dopamine, consequently shapes behavior as children are being intrinsically reinforced.

 

Research in Game Based Learning has been successful in linking the use of game based learning to current pedagogical practices in the education system. Professor Stephen Heppel explains:

Game based learning is also linked to the constructivist approach to learning as students are required to “learn by doing.”

There are many catalyst that contribute to the increased interest in game based learning.

 

  • New teachers emerging into the educational field are from an era that grew up around digital gaming. This increases the comfort level of using games in the classrooms as new teachers are more familiar with gaming in general.

  • The increased access to app stores such as Apple, Microsoft and Amazon and the option of direct billing has made app purchasing more accessible to people all over the world.

  • Technological advances have made game creation easier to produce and access

  • Increased access to the internet and smart phones

 

Market projections support the idea that game based learning is an existing and growing market. The market analysis completed by Ambient Insight in 2013, projected that revenue for simulation based learning games will grow to $6.6 billion dollars in 2017 from $2.3 billion in 2012. Additionally, the projected revenue for game based learning products will increase from $1.5 billion in 2012 to $2.3 billion by 2017.

UBC Masters of Educational Technology

ETEC 522  Fall 2015

Catherine Steeves, Christie Hui, Roma Kohutiak,

Brittany Reid, Craig Brumwell

bottom of page