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Board Games, Video Games and Gamification For GT Students

Gamification is the “process of adding game elements or mechanics to an experience” and may include competing groups of students, rewards/points, timed activities or badges. Game-based learning adapts traditional learning experiences with a virtual game framework and provides an authentic real-world context, clear goals, feedback and a high degree of student interaction. (Mindsearch.org) True game-based learning, aside from online quiz games generally thought to be gamed-based learning, is based on a framework which defines a problem and requires a solution.

Game-based learning engages GT students giving them the opportunity to make decisions about their own learning.  It empowers them to take charge and allows them to take risks in a safe environment where failure doesn’t matter.

Any downside to game-based learning rests on the misunderstanding of what it is and/or poor implementation. GT students know when they’re being ‘played’. It’s important they play a role in deciding what constitutes this type of learning. Game-based learning must be intended as a resource that challenges gifted kids; more than as a source for extrinsic rewards. Professional development is essential which clearly delineates what game-based learning is and what gamification of the current curriculum looks like.

Strategies for introducing game-based learning should consider utilizing GT students to choose the games or even design the games to be used. Gamification of the curriculum should be predicated on the belief that it will enhance learning rather than solely seek to increase classroom engagement. Gifted elementary learners can add their voice in deciding how to do this. Game-based learning should be flexible, promote higher level thinking skills, include enrichment activities that are complex, and cover a wide-ranging interdisciplinary curriculum.

Formative assessments conducted during the learning process can modify teaching and learning activities and they are appealing to GT students who often see themselves as partners in the learning process. The games themselves are the assessment and can be used to teach as well as measure 21st century skills. As a complex problem space, the game actually collects the data and shows if the student is progressing.

Although somewhat passé with younger kids since the advent of Fortnite, Minecraft is still a good option. Familiarity with the game and its popularity outside school appeals to kids; it doesn’t seem like traditional learning. Another upcoming game, RoboCo from Filament, is another good example of a game which will appeal to gifted students. It’s a virtual robotics kit aimed at middle school and high school students that simulates building robots in virtual reality. It’s being partially funded by the NSF grants. A transcript of this chat may be found at Wakelet.

Global #gtchat Powered by the Texas Association for the Gifted and Talented  is a weekly chat on Twitter. Join us Thursdays at 8E/7C/6M/5P in the U.S. and Fridays at Noon NZST/10 AM AEST/1 AM UK  to discuss current topics in the gifted community and meet experts in the field. Transcripts of our weekly chats can be found at Wakelet. Our Facebook Page provides information on the chat and news and information regarding the gifted community. Also, checkout our Pinterest Page and Playlist on YouTube.

 Lisa Conrad About the authorLisa Conrad is the Moderator of Global #gtchat Powered by TAGT and Social Media Manager of the Global #gtchat Community. She is a longtime  advocate for gifted children and also blogs at  Gifted Parenting Support. Lisa can be contacted at: gtchatmod@gmail.com

Resources:

How to Create an Interactive Gifted Program

Effects of Technology on Gifted Children

Game-Based Learning: Resource Roundup

Small, Safe Steps for Introducing Games to the Classroom

Cybraryman’s Games Page

Cybraryman’s Games in Education Page

The Power and Promise of Game-Based Learning

Game-Based Learning Is Changing How We Teach. Here’s Why.

How to use game-based learning in the classroom

Digital game-based learning enhances literacy

AUS: Why Gamification is So Important

Gamification vs Game-based Learning: what’s the difference?

The Effect of Game-Based Learning on Students’ Learning Performance in Science Learning – A Case of “Conveyance Go”

From Users to Designers: Building a Self-Organizing Game-Based Learning Environment (pdf)

NZ: Gamification

E-learning for Kids – Is the Future of Education Already Here?

Implicit modeling of learners’ personalities in a game-based learning environment using their gaming behaviors

What’s In a Game? A game-based approach to exploring 21st-century European identity and values

Educational Practices behind Gamification

Why US Classrooms are Starting to Resemble Arcades

Gamification in the Classroom: Small Changes and Big Results [Infographic]

Exciting new approach to classroom learning! (YouTube 8:35)

Filament Games Turns Robotics into Virtual Reality

The Benefits of Game-Based Learning

The Difference between Gamification and Game-Based Learning

Game-Based Learning + Formative Assessment = A Perfect Pair

Cybraryman’s The Brain and Brain Games Page

Cybraryman’s Games and Puzzles Page

Global Education Conference: Game-Based Learning

Why Games?

Lure of the Labyrinth

Dragon Box

The Oregon Trail

Gertrude’s Secrets (Wikipedia)

Image courtesy of Flickr CC BY-SA 2.0

Graphic courtesy of Lisa Conard

Rethinking Structure in the Gifted Classroom with Guest, David Sebek

David Sebek

 

David Sebek, middle school ELA teacher of the Fort Bend ISD, was our guest this week to discuss ‘Rethinking Structure in the Gifted Classroom’. He was TAGT’s 2011 Teacher of the Year. This proved to be a popular topic with many new participants and attendees from 25 states and 5 countries. A full transcript may be found here.

David started with the premise ~ Are we a teaching school or learning school? (Attributed to @ThatIanGilbert ). He continued by saying, “We should shift our paradigms to Future Proofing the Students. A basic premise we use is Reverse the Role of the Learner: Dependent, Passive Consumer to an Independent, Active Producer. ”

Links:

David Sebek’s Blog Creativity 2.0

Flipping the Classroom (pic) Dr. Brian Housand

Flipped, Wired, Gone: Is There Space for the Classroom in the Twenty-First Century?

What the Heck Is a Flipped Classroom? from GingerLewman

David Sebek ~ “2011 TAGT Outstanding Teacher of the Year

David Sebek’s Livebinder

David Sebek’s Public Library on Diigo

David Sebek’s Emodo Page

A 6-Step Process for Adding Gamification to Your Classroom

Start the Year with Themes & Generalizations from Ian Byrd of Byrdseed Gifted

5 Learning Strategies That Make Students Curious

TED Talks: Ramsey Musallam ~ 3 Rules to Spark Learning

Rethinking Whole Class Discussion

Teaching Students to Dig Deeper

Belle Wallace on Gifted Education, Part 4: Teaching Problem-Solving and Thinking Skills

Learning Styles & Retention – How Best to Engage?

Scaffolding in Education A Template for Deeper Learning

Why Do I Need a Teacher When I’ve got Google? (book – Amazon)

Changing Education Paradigms’ with Sir Ken Robinson (You Tube)

Cybraryman’s Makerspaces Page

Cybraryman’s Genius Hour Page

Cybraryman’s Learning from Mistakes Page

David Sebek’s ‘A Hero’s Journey’ on YouTube

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