Eh... I Need Motivation.

Is there more to online games than fun?

Undeniably electronic games have become a significant part of leisure time, however in a variety of different forms and mediums. Online games have been around for years and have had quite an impact on the online gaming community and even going so far as to break into other sectors.   

In recent years, the movement for inclusion of digital games or video games in an educational setting has attracted a widespread of attention of people not only in education but within the game development industry. Games are now being developed in a way to combat the ‘boringness’ of learning and embed content that is relevant within the classroom, not being content specific but by having the ability to be specific. The likes of Mojang’s Minecraft is a prime example of this. Salter suggests that online games can be used to encourage a diverse way of thinking and can steer a rather boring subject matter in an engaging manner (Salter, 2013).

In addition to having games that are becoming more diverse and multi-faceted as learning tools, the real drive behind myself personally wanting to use games within a classroom is the motivational benefits it has. Games have a magnitude of self-motivating aspects, within the game-based learning environments learners are motivated to do something that matters, which inspires them to collaborate and co-operate (De Freitas, et al 2010). For example, I personally have used Minecraft while on my practical(s), to convey an engaging way of looking at area and volume in mathematics on a server which they all joined and helped one another build a village.

I sincerely believe that specific genres of games can seamlessly explain some of the more ‘dull’ subject content in an engaging and immersive way. However, I still value the pen to paper aspect and still think it is necessary as it further develops specific cognitive functions and dexterity.
Cube World - Technascribe & Praxismaxis - 2013
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References
De Freitas, S., Rebolledo­Mendez, G., Liarokapis, F., Magoulas, G. & Poulovassilis, A. (2010). Learning as immersive experiences: using the four­dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69-85.

Educators, G. (2013) Cube World - Technascribe & Praxismaxis.
https://tinyurl.com/yc7jax7o


Salter, A. (2013). Make games in the classroom with Inform 7. [Web log article]. Retrieved from http://chronicle.com/blogs/profhacker/make­games­in­the­classroom­with­inform­7/45717

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