Gaming in the Classroom

Gamification can enhance learning and foster creativity/innovation in students, based on the Matera book and videos:

  • Gamification satisfies kids’ innate needs to play, compete, accomplish, learn, solve problems, and engage with others. It makes use of these drives to boost interest and education.
  • The correct degree of difficulty is applied in well-designed games to keep them both demanding and accessible. This encourages pupils to be persistent and have a growth mentality.
  • Students can iterate and get better by playing games, which offer quick feedback. This encourages experimentation and originality in society.
  • Playing multiplayer video games demands cooperation, dialogue, and sophisticated problem solving. Students are better prepared for creativity in the real world with these 21st century abilities.
  • Rapid prototyping and safe testing are made possible by virtual simulations. students are able to take chances and grow from mistakes.
  • Creating interactive stories and avatars enhances creativity. Students show off their artistic abilities.
  • Gaining badges and incentives as you level up gives you positive reinforcement. Depthier learning is propelled by this innate incentive.
  • Students’ competitive spirit is piqued by enjoyable competitions. However, creating “co-opetition” also encourages teamwork.
  • Engaging and immersive gaming environments enhance the learning experience. When the event is memorable, students retain more.

“Teaching as an intellectual engagement” connects meaningfully to gamification and gaming for equity and social justice:

  • Thoughtfully designed games can simulate complex social systems and prompt perspective-taking. Reflecting critically on these experiences as a class deepens intellectual insight into equity issues.
  • Debriefing games in an intellectually engaging way encourages critical thinking about embedded biases, power dynamics, and structural inequality. Teachers can facilitate rich discussion and analysis.
  • Games focused on collaboration and collective problem solving, rather than individual competition, model equitable participation. Intellectual engagement comes from strategizing inclusively.

“Teachers and students engaging in critical consciousness” connects meaningfully to using gamification and gaming to address equity and social justice:

  • Debriefing and discussing games from a critical perspective allows students to analyze embedded messages/biases and think deeply about social justice issues simulated.
  • Designing games that specifically model unjust systems or allow perspective-taking builds critical consciousness by creating empathy for marginalized groups.
  • Critically analyzing existing game tropes (like stereotyped characters or violence as conflict-resolution) fosters awareness of inequities in pop culture representation.

Here are two examples of how “teaching as an intellectual engagement” can play out with gaming:

  1. In ELA, students could play a narrative-driven game with themes of social injustice. The teacher facilitates intellectually engaged literary analysis of the game’s storytelling elements, character development, and representation of marginalized groups. Students discuss and write essays connecting the game to socio historical contexts.
  2. In Math, students play a math-focused game requiring optimization strategies and critical thinking. The teacher prompts intellectual discussion about patterns, relationships, and efficient problem-solving approaches used in the game. Students are challenged to apply these insights to new quantitative problems.

In both cases, the game provides an immersive starting point for intellectual engagement. The teachers build critical thinking skills by facilitating analysis of the game experience and prompting students to intellectually engage with complex themes relevant to the real world. Rather than just playing for fun, the gaming experience becomes fodder for rich intellectual insight aligned with learning objectives. The debriefing discussions foster critical consciousness of inequity and ethics in a way traditional lectures may not.

Here are two examples of how “teachers and students engaging in critical consciousness” could play out using gaming:

  1. An English teacher uses visual novel games with diverse protagonists and social justice themes as the starting point for class readings and essays. The teacher prompts students to critically analyze representation in the games, and connect it to larger issues around race, gender, etc. in literature.
  2. A math teacher uses a game simulating viral spread to model inequality in healthcare access. Students critically reflect on conditions impacting community health. They identify needed policy changes to create more just access.

In each case, the teacher facilitates intellectual engagement with the game experience to build critical analysis skills and consciousness of real-world equity issues. By prompting critique of bias, power, and injustice, gaming becomes a means to engage students in transformative social analysis.

Our school has access to Minecraft Education Edition. I was eager to try it out in my 7th grade math class. We just finished a test, so I thought this would be a fun tool to help segway into our geometry unit. As a class, we explored the creative mode and students were able to start building structures using 3D blocks and shapes. I was impressed by how quickly students picked up the controls and user interface. The Minecraft world was an entirely new way for them to visualize and interact with geometric concepts.

One success was that students who typically struggle to grasp spatial relationships and 3D objects on paper really lit up and engaged deeply with the constructive, interactive process in Minecraft. Being able to walk around and inside their structures helped solidify understanding.

A challenge was that some students got overly focused on aesthetic design of their buildings, rather than the core geometry learning goals. In the future, I would set more specific building constraints to channel their creativity towards illustrating target concepts. 

Overall, Minecraft Education Edition allowed hands-on application of geometry in a way that felt playful and innovative for my students. Their engagement and collaboration exceeded my expectations. Next time, I will utilize the teacher controls more to focus building challenges, and supplement gameplay with reflective discussions to maximize learning. The platform’s versatility gives me confidence that Minecraft can become a dynamic addition to my math instruction.

4 Comments

  1. What a wonderful post, Maddie! I wrote a little about Minecraft for Education in my post because I just recently found out about it, but I haven’t tried it yet. The district has to download it onto student’s computers. When I saw that this was the strategy you tried in your classroom, I got so excited! I love that you used this for students to get a better grasp of 3D objects, and Minecraft is an awesome tool for spatial awareness (I may or may not have played this myself with my younger brother growing up…) Students being able to walk around and go inside their structures is such a cool thing! For those creatives in your class, I could see how you had struggles with them getting a little *too* involved in the aesthetics of the project. My suggestions would be to set a time limit and maybe a rubric for their designs, that way they have a bit more of that structure piece. I am so happy to hear about their engagement levels and I am so happy that it will be such a great addition to your math instruction!

    • Anya,

      I really appreciate you taking the time to read my post and share your thoughtful feedback! It’s so helpful to get another teacher’s perspective.

      You make an excellent point about the need for structure when using a platform like Minecraft. Setting time limits and providing rubrics are such smart ideas to keep students focused on the learning goals. I will definitely incorporate those suggestions for future Minecraft lessons.

  2. Hi Maddie what a well thought out blog post! I loved your points that you made on the enhancement of learning and creativity in the classroom. The point that stood out to me the most was, “Engaging and immersive gaming environments enhance the learning experience. When the event is memorable, students retain more.” I truly agree with this statement. We can stand up and talk at our students all day long. However, how much of that are they really grasping and holding on to? There are days where I feel like I could be teaching upside down, and juggling, and my kids will not listen. Games for them are truly entertaining, and we cannot compete with games. Therefore, if we strategically use gaming in our classrooms to piggy-back off our lessons students will be able to practice and apply what they are learning.

    It is so cool that you have the access to the Mindcraft Education Edition. I read that some of your students struggled with focusing primarily on the aesthetics, I wonder if you could give your students a check list of requirements that they have to meet in order to remain on task.

    Check out this blog post on using Mindcraft Education in the classroom, there may be some insightful tips/tricks. https://education.minecraft.net/en-us/blog/cyber-curriculum

    • Hey Ciara!

      You make an excellent point about how memorable and engaging gaming environments can truly enhance learning and retention. I completely agree that we can lecture to students, but they will retain so much more when the learning is interactive and fun. Using games strategically to reinforce lessons is such a smart idea that I want to implement more in my classroom.

      I love your suggestion about providing students with a checklist of requirements when using Minecraft. Keeping them focused on the learning objectives, not just building something that looks cool, would really help. That blog you shared has some fantastic tips for using Minecraft effectively as an educational tool. I’m going to try some of those strategies in my next lesson.

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