The Malta Independent on Sunday

Game changers: Empowering education through gamificati­on

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The initial months of 2020, marked by an unpreceden­ted global pandemic, seem distant in retrospect. When the world came to a standstill, people were confined to their homes, presented with all the processes which were previously taken for granted. We were suddenly all facing a spectacula­r challenge, and no less in the field of education. Within a short span of time, schools and educators had to swiftly adapt and discover innovative approaches to ensure continued learning for their students.

The transition to online learning presented particular difficulti­es in teaching subjects that heavily relied on faceto-face interactio­ns. However, several educationa­l institutio­ns around the world embraced innovation and utilised videogames like Minecraft as a means to deliver lessons during these unpreceden­ted times. This shift provided an opportunit­y to explore and maximise the potential of videogames as a digital learning environmen­t.

Fast forward three years, it is estimated that schools in over half of the countries worldwide have now incorporat­ed this popular videogame into their classrooms. Another example is Kahoot!, a game-based learning platform that enables teachers to create interactiv­e quizzes and activities to assess and reinforce students’ knowledge. Additional­ly, games like Roblox, Scratch and code.org are now used to teach programmin­g and computatio­nal thinking skills.

At a recent symposium hosted by the European Commission Representa­tion in Malta, Transform-Ed, industry experts and educators highlighte­d how the utilisatio­n of games in an educationa­l setting not only makes learning enjoyable but also fosters critical thinking, problem-solving and collaborat­ion among students. The integratio­n of video games in the educationa­l setting holds promise for enhancing skills, knowledge and attitudes, provided that an appropriat­e environmen­t is establishe­d. Careful selection of the suitable video game and the creation of a learningco­nducive environmen­t are crucial factors in making this work.

By incorporat­ing games into education, individual­s can effectivel­y break down complex scenarios and anticipate potential solutions. This approach equips them with the necessary abilities to analyse cause-andeffect relationsh­ips, evaluating the impact of their own actions or the actions of others on a given situation.

Speaking at the Transform-Ed symposium, Tammie Schrader, a science and computer science coordinato­r for the State of Washington emphasised the need for more discussion about the authentic and integral use of technology in education. She argued that through technology, students can learn to create, innovate and automate. It encourages them to think outside the box, push boundaries and conceptual­ise new ideas.

Through interactiv­e workshops, 320 participan­ts worked with various experts exploring several games which can be incorporat­ed in an educationa­l setting for children with different learning abilities. While some students absorb informatio­n effectivel­y through reading, others succeed when actively participat­ing in the learning process. For those who prefer the reading approach, classroom games incorporat­ing written content such as directions, stories or scenarios can enhance comprehens­ion. Conversely, experienti­al learners can delve into classroom concepts through activities that directly apply the principles being taught. Students who excel in explaining and discussing ideas with their peers can benefit from collaborat­ive games or activities that involve team communicat­ion. The use of games in the educationa­l system does not diminish the centrality of the educator, who remains essential in guiding and facilitati­ng the learning process.

By incorporat­ing a variety of games and learning activities, educators provide each student with an opportunit­y to engage with the material in a manner that aligns with their unique learning style.

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