How Gaming can Increase Engagement in Education | Arnav Patel | TEDxYouth@YCYWShanghai

TEDx Talks
26 Oct 202104:41

Summary

TLDRThe speaker, a 17-year-old student teacher, advocates for game-based learning, using Minecraft as a tool to enhance creativity and teamwork in primary students. They describe how Minecraft's open-ended nature allows for teaching across various subjects, from history to math, in an engaging way. The success of their afterschool club and a survey of educators across Asia show increased student engagement and achievement through game-based learning. The speaker envisions a world where learning is a game, fostering lifelong learners and contributing positively to society.

Takeaways

  • 🎓 Boredom in school can often overshadow the fascinating content students are learning.
  • 📚 Traditional teaching methods like textbooks and tests may not foster a love for learning.
  • 🎮 Game-based learning can increase student engagement and make learning more enjoyable.
  • 👨‍🏫 The speaker has been using Minecraft in an afterschool club to build creativity and teamwork in students.
  • 🌟 Minecraft's versatility allows it to be used to teach a wide range of subjects.
  • 🏫 The introduction of game-based learning in the speaker's school has been met with enthusiasm and success.
  • 📈 A survey conducted by the speaker shows that educators are optimistic about using game-based learning tools.
  • 📊 Teachers report increased student engagement and achievement when game-based learning is implemented.
  • 🌐 Game-based learning can lead to the development of lifelong learners and better societal contributors.
  • 💡 The speaker's vision is to create environments that inspire a genuine love for learning.

Q & A

  • What is the main theme of the speaker's talk?

    -The main theme of the speaker's talk is the use of game-based learning, specifically using Minecraft, to enhance student engagement and foster a love for learning.

  • Why does the speaker believe that traditional learning methods can be dull for students?

    -The speaker believes traditional learning methods can be dull because textbooks and tests are more focused on memorization and regurgitation of facts rather than fostering a love for learning.

  • How does the speaker describe the potential of game-based learning?

    -The speaker describes game-based learning as a powerful tool that can increase engagement and is not a distant future concept, but something that can be implemented in current educational settings.

  • What role did Minecraft play in the speaker's afterschool club?

    -Minecraft was used in the speaker's afterschool club to build creativity and teamwork skills in primary level students by allowing them to explore, build, and learn diverse subjects in a fun and interactive way.

  • How did the students transform the Minecraft world in the speaker's club?

    -The students transformed the initially dull, empty Minecraft world by filling it with their creative ideas, building statues, tunnels, pyramids, and evil lairs.

  • What was the response from the school community when the speaker started the Minecraft afterschool club?

    -The response was overwhelmingly positive, with the club being filled up within minutes of opening sign-ups, indicating a high level of interest from the students.

  • How did the speaker's use of Minecraft in teaching different subjects?

    -The speaker used Minecraft to immerse students in the subjects they were learning. For example, in history, students became the ancient Pharaohs ruling over the Minecraft world, and in math, they became architects designing and building structures.

  • What was the outcome of the speaker's survey with educators across Asia regarding game-based learning tools?

    -The survey showed that teachers are optimistic about using game-based learning tools in their classrooms and report increased student engagement and achievement when such tools are implemented.

  • What is the speaker's vision for the future of learning?

    -The speaker's vision is to create a real and virtual world that fosters a true love for learning, using game-based learning tools to make education engaging and fun.

  • How does the speaker suggest game-based learning can contribute to society?

    -The speaker suggests that by increasing student engagement through game-based learning, it can lead to the development of lifelong learners who become better contributors to society.

  • What question does the speaker pose at the end of the talk to provoke thought?

    -The speaker asks why educators wouldn't want to use game-based learning tools in their classrooms, given their potential to enhance engagement and learning outcomes.

Outlines

00:00

🎮 The Boredom of Traditional Learning vs. the Excitement of Game-Based Learning

The speaker begins by inviting the audience to recall a moment of boredom in school, questioning why certain lessons were uninteresting despite the fascinating nature of the subjects taught. The speaker points out that while textbooks and tests are effective for memorization, they fall short in fostering a love for learning. The concept of game-based learning is introduced as a powerful tool to increase engagement, using video games not just for entertainment but also for deep learning. The speaker shares their personal experience as a student teacher, using Minecraft to build creativity and teamwork in primary students, highlighting how Minecraft's versatility allows for teaching a wide range of subjects in an engaging manner.

Mindmap

Keywords

💡boredom

Boredom is a state of being weary or uninterested in one's current activity. In the context of the video, it is associated with traditional learning methods that may not engage students effectively. The speaker recalls moments of boredom in school and contrasts this with the fascinating content that students are actually learning, suggesting a disconnect between the potential of educational material and how it is delivered.

💡game-based learning

Game-based learning is an educational approach that utilizes video games to facilitate learning. The video emphasizes its power to increase engagement and make learning fun and interactive. The speaker shares their experience using Minecraft in an afterschool club to teach creativity and teamwork, illustrating how game-based learning can transform the educational experience.

💡Minecraft

Minecraft is a sandbox video game that allows players to build and explore virtual worlds made of blocks. It is highlighted in the video as a versatile tool for teaching various subjects due to its open-ended nature. The speaker uses Minecraft to engage students in learning history and math by allowing them to immerse themselves in the roles of historical figures and architects.

💡engagement

Engagement refers to the level of interest and involvement in an activity. The video argues that game-based learning increases student engagement by making education interactive and enjoyable. This is exemplified by the rapid sign-ups for the Minecraft club and the transformation of a dull virtual world into a vibrant, student-created landscape.

💡creativity

Creativity is the use of imagination or original ideas to create something. The video discusses how game-based learning, particularly through Minecraft, fosters creativity by allowing students to build and design structures, such as statues, tunnels, and pyramids, which are not only fun but also educational.

💡teamwork

Teamwork involves collaborating with others to achieve a common goal. The video mentions building teamwork skills as one of the objectives of the Minecraft club, indicating that game-based learning can also teach students the value of collaboration and collective achievement.

💡curriculum

Curriculum refers to the subjects comprising an educational course. The video suggests integrating game-based learning into the curriculum to make learning more engaging and effective. The Minecraft club is presented as an example of how game-based learning can be incorporated into the educational system.

💡survey

A survey is a research method used to gather information from a sample of individuals. The speaker conducted a survey with educators across Asia to gauge their optimism about using game-based learning tools. The survey results support the video's message that educators see potential in game-based learning to enhance student engagement and achievement.

💡student achievement

Student achievement refers to the accomplishments of students in their educational pursuits. The video connects game-based learning to increased student achievement, suggesting that when students are more engaged, they are likely to perform better academically.

💡lifelong learners

Lifelong learners are individuals who continuously seek knowledge throughout their lives. The video concludes by linking game-based learning to the development of lifelong learners, implying that an engaging educational experience can inspire a passion for learning that lasts beyond formal schooling.

💡society

Society refers to a community of people living in a particular country or area, with shared customs, laws, and organizations. The video posits that by fostering engagement and creating lifelong learners, game-based learning can contribute to better contributors to society, highlighting the broader implications of educational methods on social development.

Highlights

Students often find school boring despite the fascinating content they are learning.

Textbooks and tests are effective for memorization but not for fostering a love for learning.

Game-based learning can increase student engagement and make learning fun.

Minecraft is used as a tool for game-based learning to teach diverse subjects.

Minecraft's versatility allows for creativity and learning in a wide range of subjects.

An afterschool club using Minecraft was highly popular among students.

Students transformed a virtual world in Minecraft with their ideas and creativity.

Game-based learning allows students to experience historical and mathematical concepts in a hands-on way.

Minecraft has become a hit in the school, expanding beyond the initial afterschool club.

Teachers have become more receptive to using game-based learning tools in their classrooms.

A survey across Asia shows teachers are optimistic about using game-based learning.

Increased student engagement leads to increased student achievement with game-based learning.

Game-based learning can make learning seem like a byproduct of playing, fostering lifelong learners.

The speaker's vision is to create a world that fosters a true love for learning through game-based tools.

The potential of game-based learning to transform education is highlighted through personal experience and research.

Transcripts

play00:00

Transcriber: Roberta Ponti Reviewer: Dulini Mudunkotuwa

play00:13

Good afternoon.

play00:14

I would like you to take a moment

play00:16

to think of a time when you were in school.

play00:18

For some a few more recent than others.

play00:21

And you were bored.

play00:22

Why were you bored?

play00:24

What seemed uninteresting?

play00:25

And how did this make you feel?

play00:29

It probably isn’t too difficult for you to recall a moment of boredom.

play00:33

But when we step back and look at the content that students are learning

play00:36

it’s utterly fascinating.

play00:38

We’re learning about how the universe works,

play00:40

about distant galaxies and intricacies of the human body.

play00:44

We’re learning about ancient societies

play00:47

and the prospects for future civilizations

play00:49

So if it isn’t the content itself that is off-putting.

play00:52

Why is it so easy for us to recall a dull lesson?

play00:55

As it turns out,

play00:56

textbooks and tests are a great way

play00:58

to make students memorize and and regurgitate facts,

play01:00

but not so much for actually fostering a love for learning.

play01:04

Now imagine,

play01:05

for a moment,

play01:06

a normal school day where students come in,

play01:08

hop into the computer and start playing video games.

play01:11

Not sneakily under the desk when a teacher is not looking,

play01:14

but rather as per their curriculum.

play01:17

Imagine if students can use video games to have fun,

play01:19

but also learn at a really deep level at the same time.

play01:23

This is put simply what game based learning looks like.

play01:26

It’s a powerful tool to raise in engagement,

play01:28

and it's not some distant future utopia.

play01:33

I just turned 17, and for the past five years I've been a student teacher.

play01:37

I used the concept of game based learning to build creativity

play01:40

and teamwork skills in primary level students in my afterschool club.

play01:44

And I've done this through harnessing commonplace game called Minecraft,

play01:49

in which you dig, mine and build craft different 3D blocks in

play01:54

a wide open world of terrains and habitats to explore.

play01:59

And this is what makes Minecraft so amazing.

play02:02

Its versatility allows the user to do really anything they want,

play02:05

including teaching diverse subjects ranging from math to history and beyond.

play02:12

When I entered secondary school,

play02:13

I started thinking about how I could further my own interests

play02:16

and also help my school community.

play02:18

I wanted to do something different, something special.

play02:22

I wanted to start my very own afterschool club to teach my students Minecraft.

play02:27

When the sign ups for my club opened,

play02:29

it was filled out in minutes

play02:30

and we actually had to restrict the amount of students allowed to join

play02:34

because it seemed like everyone only wanted to play.

play02:36

This was a huge deal to me and I was a little nervous.

play02:39

So I planned out everything extremely carefully.

play02:42

And as the club progressed,

play02:44

we can really see the magic of game based learning unfold.

play02:47

Our world started off as a dull, empty world,

play02:51

just grass for as far as the eye can see.

play02:54

Then the kids logged on.

play02:56

They filled the world with their amazing ideas and creative thoughts.

play03:00

There were statues and tunnels and pyramids and evil Lairs.

play03:05

You see, Minecraft allowed the students to learn with the world mindset.

play03:10

In history, we weren't learning about the ancient pharaohs.

play03:13

We were the ancient Pharaohs ruling over the Minecraft world.

play03:17

In math

play03:18

we weren’t learning about architecture.

play03:20

We were the architects laying the groundwork for epic mansions and castles

play03:26

It’s been a few years now and Minecraft is a huge hit in our school,

play03:30

expanding from beyond what I do in my class.

play03:33

Teachers have become more receptive

play03:35

towards using game based learning tools in their classroom.

play03:38

I conducted a survey with educators all across Asia,

play03:41

and as we can see

play03:42

teachers are more optimistic about using game based learning tools

play03:45

in their classroom.

play03:48

In addition, we can also see that

play03:50

teachers report an increased student engagement

play03:53

and therefore increase student achievement

play03:56

when game based learning tools were implemented in their curriculum.

play04:01

To wrap up, think back to that hypothetical school day

play04:04

where students come in and play video games,

play04:07

where learning almost seems like a byproduct.

play04:10

It doesn't have to be Minecraft.

play04:12

Anything that makes learning a game is enough to raise student engagement.

play04:16

And when we raise student engagement,

play04:18

it leads to lifelong learners and better contributors to society.

play04:22

So that makes me wonder

play04:23

why wouldn’t we want to use game based learning tools in our classroom?

play04:27

Block by block.

play04:29

My vision is to create a real and virtual world

play04:31

that fosters a true love for learning.

play04:34

Thank you.

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الوسوم ذات الصلة
Game-Based LearningMinecraft EducationStudent EngagementCreative TeachingEducational InnovationLearning ToolsClassroom TechnologyTeaching StrategiesLifelong LearningVirtual Worlds
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