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Foundation for Ed-Equity

Unlocking Student Engagement with Game-Based Learning

Updated: 2 days ago



The 21st century has brought about a new era of technology and innovation in the field of education. One of the most promising solutions to overcoming challenges related to student engagement is the use of Game-Based Learning (GBL). GBL is an interactive and immersive approach to learning that uses game mechanics, such as rewards and points, to motivate students and increase their engagement in the learning process.


According to a study by the Joan Ganz Cooney Center, a research lab at Sesame Workshop, GBL can improve students' motivation, learning, and problem-solving skills. The study found that students who participated in GBL activities had a more positive attitude towards learning, were more engaged in class, and had better academic performance than their peers who did not participate in GBL activities.


Another study by the International Journal of Emerging Technologies in Learning found that GBL can improve students' critical thinking and problem-solving skills. The study found that students who participated in GBL activities had better critical thinking skills, such as analysis, evaluation, and inference, than their peers who did not participate in GBL activities.


One of the most popular and well-known GBL models is the "Triple E Framework" developed by Dr. Marc Prensky. The Triple E Framework consists of three elements: engagement, education, and entertainment. According to Prensky, GBL should be designed to engage students in the learning process, provide them with a solid education, and entertain them at the same time.


One great example of GBL in action is the game "Minecraft: Education Edition." This game is used in classrooms around the world to teach subjects such as math, history, and language arts. Minecraft: Education Edition allows students to build and explore virtual worlds while learning important skills such as problem-solving, critical thinking, and teamwork.


Another example is Kahoot, a game-based learning platform that allows teachers to create quizzes, surveys, and discussions to increase student engagement and learning. Kahoot allows teachers to create and share interactive quizzes and games with their students, who can participate in real-time using their own devices. This interactive approach to learning makes the classroom more engaging and allows for immediate feedback and assessment for the teacher.


It's important to note that GBL is not a one-size-fits-all solution and it's not meant to replace traditional teaching methods, but rather to complement them. GBL should be used as a tool to enhance student engagement, motivation, and learning outcomes.


Here at the Foundation for Ed-Equity, we have developed a comprehensive Blended Learning Model, delivered through our CLS, that incorporates GBL organically into the curriculum. Foundation's Model of Learning, covers all the necessary board topics, themes and focus, across the fundamental disciplines and its extensions, taught in English, across Grades 1–8 (Age Group: 6–13) and it is designed to overcome the challenges of lack of relevance, context, and logic, teacher's unpreparedness, lack of credibility of information, reducing span of attention, ineffective assessment methods, dull curriculum structure and routine that are rampant in the world of education.


In conclusion, GBL is a powerful tool that can overcome challenges related to student engagement and improve learning outcomes. The benefits of GBL have been well-documented in numerous studies, and it's a proven model of engagement and education in the 21st century. We encourage educators to explore the use of GBL in their classrooms, and our Model of Learning as an alternative, and see the positive impact it can have on their students' engagement and learning. As an education-focused organization, we are constantly searching for new educational models and technologies to improve the learning process and we would be happy to help you in any way we can.

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