The Effective Use of Game-Based Learning in Education | Andre Thomas | TEDxTAMU

TEDx Talks
10 May 201817:08

Summary

TLDRThis script advocates for the integration of games in education to enhance learning experiences. It highlights the traditional classroom setup's limitations and contrasts it with the interactive nature of games, which can make learning more engaging and effective. The speaker provides examples of educational games that have shown significant improvements in student learning and retention, emphasizing the potential of games to transform education by making it more accessible, enjoyable, and mastery-focused.

Takeaways

  • ๐ŸŒŸ The speaker advocates for the use of games in education as a way to engage and teach students more effectively than traditional methods.
  • ๐ŸŽ“ The current education system often moves from interactive learning in early years to more passive learning as students grow older, which the speaker criticizes.
  • ๐Ÿšด Learning by doing, such as riding a bike, is more effective than just reading or watching, and the speaker suggests applying this principle to education.
  • ๐Ÿ“š The speaker points out the disconnect between the complexity of subjects like the periodic table and the ability of students to memorize such information.
  • ๐Ÿงฉ The power of games is highlighted by comparing the memorization of the periodic table to the retention of information in popular games like Pokemon.
  • ๐ŸŽฎ Games are presented as a medium that can be used for various educational purposes, just as books serve different functions in learning.
  • ๐ŸŽ“ The speaker introduces several examples of educational games that have been developed to teach complex subjects like art history, calculus, and even cancer research.
  • ๐Ÿ“ˆ Data from the use of educational games shows significant improvement in student learning outcomes and engagement compared to traditional teaching methods.
  • ๐Ÿ’ฏ The speaker emphasizes the importance of mastery in education, contrasting the common acceptance of 90% as 'good enough' with the need for complete understanding in critical fields like aviation.
  • ๐Ÿ”„ The concept of game-based learning allows for 'rewinding' and trying again, which is a powerful tool for learning from mistakes and achieving mastery.
  • ๐ŸŽ“๐ŸŽฎ The speaker concludes by envisioning a future where games are central to the educational experience, leading to increased mastery, reduced time to earn credits, and potentially lower costs of education.

Q & A

  • What is the traditional method of introducing education to young children?

    -The traditional method of introducing education to young children is through play and games in kindergarten, which is a more interactive and engaging approach.

  • What significant change happens in the educational approach when students reach the age of six to eight?

    -When students reach the age of six to eight, they are usually placed in a more formal classroom setting with rows of benches and a teacher at the front, which is a shift from the play-based learning environment.

  • How does the speaker suggest we learn best, referring to the example of learning to ride a bike?

    -The speaker suggests that we learn best by actually doing the activity, as in the case of learning to ride a bike, rather than just reading about it, watching, or listening to someone talk about it.

  • What is the difference between the traditional classroom experience and the speaker's proposed method of learning?

    -The traditional classroom experience is based on watching, reading, and listening, while the speaker proposes a more interactive and game-based learning method that involves doing and engaging with the material.

  • Why does the speaker argue that games should be incorporated into education?

    -The speaker argues that games should be incorporated into education because they are a medium that can be as diverse and informative as books, and they can cater to different types of learning and engagement.

  • What is the game 'Re-Mission' and how does it help young cancer patients?

    -'Re-Mission' is a game designed to help young cancer patients fight the disease more effectively by making the learning process about managing cancer treatment interactive and engaging.

  • What is the purpose of the game 'Foldit' mentioned in the script?

    -'Foldit' is a game developed for the University of Washington where players help scientists discover new proteins, contributing to scientific research in a fun and interactive way.

  • What is the issue with the current educational system's approach to teaching the periodic table of elements?

    -The issue with the current educational system's approach to teaching the periodic table is that it requires students to memorize a large amount of information without necessarily understanding its application or context.

  • How does the game 'Kerbal Space Program' contribute to learning?

    -'Kerbal Space Program' is a game that teaches physics and outer space concepts in an engaging way, making complex subjects more accessible and fun for children.

  • What is the name of the art history game created at Texas A&M, and what was the research finding associated with it?

    -The art history game created at Texas A&M is not named in the script, but it was found to improve student performance by 24.7% after just two hours of gameplay.

  • What is the significance of the game 'Variant Limits' in teaching calculus?

    -'Variant Limits' is significant in teaching calculus as it transforms abstract mathematical concepts into visually engaging challenges, promoting conceptual understanding through direct interaction and immediate feedback.

  • How does the speaker suggest games can transform the learning experience in higher education?

    -The speaker suggests that games can become a central part of the course and educational experience, not just a supplement, leading to increased engagement, faster learning, and potentially reduced costs of education.

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Related Tags
Educational GamesLearning InnovationStudent EngagementGaming in ClassroomArt HistoryCalculus MasteryInteractive LearningSTEM EducationGame-based LearningPedagogical ShiftLearning Mastery