The feelings I just described are what children experience when they play a great video game. They are excited to play the game, they have a great time working through the puzzles and challenges, and they are sad when mom says, “Dinner is ready! Game time is over!” As a former video game fanatic, I like to use this metaphor to explain why student engagement should take priority over high stakes testing in the classroom.
Frequent challenges are the key to success
Oh, and did I mention that along the way, the players are having so much fun that they are willing to do nothing else until the game is finished?
If you compare the video game scenario to student assessment and testing, you find very few commonalities. Instead of relying on one major, high stakes test to move students to the next level, we need to adopt the game mentality of many small tests that lead to rewards and motivate students to continue. We should focus on finding a variety of ways to constantly assess and challenge students over the course of the year. In this way, we can gain a real understanding of what students have learned, identifying and filling in any knowledge gaps throughout the year, while keeping them engaged.
Build a better game
A large part of a game designer's job is to keep players motivated through methods called motivation loops. Players start games excited, wanting to learn anything and everything the game has to offer. They get excited to learn something new while playing the game, and can’t wait to use the knowledge and skills to navigate the game. Designers focus on telling a story, engaging the players and keeping them entertained. The goal is not “just” to learn the skills and information necessary to progress through the game, but to have a great experience in every moment in the game.
The education system can learn a lot from game designers. We should be trying to build motivation systems into the education process so that students are engaged and excited about learning – not just learning in order to pass a test. We need to inspire them to “want to learn” by reading, collaborating with other students, and working on interesting projects. Churning out millions of kids each year with the exact same mindset and knowledge doesn’t prepare them for future success.
Gamifying the classroom
The following resources provide some ideas on how to bring more “game-based” activities into your classroom:
Summary
The goal of education should be to drive curiosity in students and prepare them for the workforce or college, not rote memorization or passing a multiple-choice test. To find and drive passion for learning and to teach real-world skills, so that they can be successful in their chosen field and leave their mark on the world. The lifelong process of learning only starts in the classroom. Without extreme passion and interest, most students may graduate school thinking, “I have beaten the game!” when really the game of learning has just begun.
Have you had success gamifying your classroom? If so, we’d love to hear about it! Shoot us a tweet or leave a comment on our Facebook page.