
Exploring Game-Based Learning: Research Findings, Insights, and Reflections
This week, I began exploring my inquiry topic more deeply by reviewing several peer-reviewed articles and educator resources about game-based learning. One source was Game-Based Learning: Pros, Cons & Implementation Tips for Educators (Jordan Nisbety, 2034.), which linked to multiple research studies and reports that expanded my understanding of how teachers use games in classrooms and the challenges they face.
Key Research
Gives some great research articles that I explored further:
- Game-Based Learning: The effects on student cognitive and affective aspects
- Game-Based Learning Studies in Education Journals: A Systematic Review of Recent Trends
- The effect of mathematical games on on-task behaviours in the primary classroom
- Level Up Learning: A National Survey on Teaching with Digital Games
Level Up Learning Survey Reseach Findings
The Level Up Learning survey (Games and Learning Publishing Council, 2014) collected data from 694 K–8 teachers across the United States to examine how digital games are used in instruction.
- 74% of K–8 teachers use digital games for instruction.
- 55% allow students to play educational games at least weekly.
- 71% of teachers report that digital games improve students’ mathematical learning.
- 43% use built-in assessment systems that come with certain games.
- 72% of teachers access games using desktop or laptop computers.
- The most common tools mentioned were Starfall, Coolmath, and PBS Kids.
Recommendations from the Research
- Create a shared framework for classifying and evaluating educational games by grade, subject, price, and curriculum alignment.
- Increase awareness of flexible integration methods, such as short-form games or flipped-classroom approaches.
- Invest in innovative classroom models that balance engagement, curriculum goals, and learning outcomes.
- Provide universal technology training for teachers.
- Develop and promote online training resources for teachers on digital games and how to implement into the classroom.
- Conduct and share ongoing research with educators and policymakers to improve practice.
Benfits of Game Based Learning
- Encourages critical thinking and problem solving
- Increases student engagement and motivation
- Improves situational and experiential learning
- Supports diverse learning with interactive and visual methods
Drawback of Game Based Learning
- The cost of software.
- Can be a distraction, especially with less supervision and a higher risk of students going off task.
- Requires more time for set up and trainging for teachers and students
- Technical problems such as slow connection speeds or blocked websites.
Game-Based Learning Tool
Some game based learning tools I would like to further explore are:
- Prodigy
- Quizziz
- Kahoot
Discussion with Mentor Teacher
I reached out to past mentor teachers to ask if they use digital-based learning in their classrooms and their thoughts and opinions on the topic. I have not received an email back but will provide an update once I receive more information.
Reflection
After further research into digital game-based learning, I want to include more game-based activities in my future classroom. Studies demonstrate the effectiveness of game-based learning in boosting student engagement and learning outcomes. Before introducing any game, I would spend time practicing and exploring the tool myself to ensure it matches my grade level, learning objectives, and classroom needs. Doing this helps ensure the games I choose are both meaningful and supportive of student success.