Game-Based Learning VS Gamification

Game-based learning is another great way to empower your students to engage with intellectual problems. They get to experience the fiero rush that comes with knowing that they successfully overcame a challenge. That’s right: game-based learning is different from gamification. Gamification is about making a non-game into a game. Game-based learning usually refers to using actual digital video games as a classroom tool (although, traditional non electronic role playing and board games work exactly the same way, but perhaps not so efficiently), and there’s a slew of video games, digital apps, and adaptive software platforms that can be used for instruction. Some are great, while others are not so helpful.

Each time we reframe class content in order to clarify something, we’re reaching for a tool. Every time we try a different activity with the hope that this approach will deepen our students’ understanding, we’re using a new tool. Teachers can never have too many tools in their tool boxes. Tools enable flexibility and great teaching requires being adaptable.

Notes:

Folksonomies: education gamification

Taxonomies:
/technology and computing (0.587537)
/education (0.390845)
/business and industrial/advertising and marketing/marketing (0.343238)

Keywords:
game-based learning (0.914238 (positive:0.421838)), Game-Based Learning VS (0.767295 (positive:0.456227)), Gamification Game-based learning (0.754658 (positive:0.456227)), non electronic role (0.539877 (neutral:0.000000)), adaptive software platforms (0.538276 (positive:0.205295)), actual digital video (0.532900 (neutral:0.000000)), video games (0.494474 (negative:-0.296782)), fiero rush (0.423129 (neutral:0.000000)), intellectual problems (0.410307 (positive:0.456227)), great way (0.393769 (positive:0.456227)), digital apps (0.387746 (neutral:0.000000)), classroom tool (0.380217 (neutral:0.000000)), board games (0.376778 (neutral:0.000000)), class content (0.375845 (neutral:0.000000)), great teaching (0.367219 (positive:0.877738)), different activity (0.365387 (positive:0.675962)), new tool (0.362966 (positive:0.561427)), tool boxes (0.360073 (neutral:0.000000)), students (0.264995 (positive:0.566095)), time (0.259357 (positive:0.675962)), tools (0.258387 (positive:0.877738)), slew (0.250569 (negative:-0.296782)), flexibility (0.240071 (positive:0.877738)), challenge (0.235390 (neutral:0.000000)), playing (0.231840 (neutral:0.000000)), instruction (0.231164 (positive:0.205295)), hope (0.229484 (positive:0.675962))

Entities:
digital video:FieldTerminology (0.758184 (neutral:0.000000))

Concepts:
Game (0.950011): dbpedia | freebase | opencyc
Education (0.589673): dbpedia | freebase | opencyc
Play (0.480808): dbpedia | freebase | opencyc
Java (0.453328): website | dbpedia | freebase | opencyc | yago
Teacher (0.440832): dbpedia | freebase | opencyc
Digital (0.426521): dbpedia | freebase
Debut albums (0.411594): dbpedia
Tool (0.408602): dbpedia | freebase | opencyc

 Tapping Into the Potential of Games and Uninhibited Play for Learning
Electronic/World Wide Web>Internet Article:  Shapiro, Jordan (4/22/2014), Tapping Into the Potential of Games and Uninhibited Play for Learning, MindShift, Retrieved on 2014-08-09
  • Source Material [blogs.kqed.org]
  • Folksonomies: education gamification