With all the background information supporting the use of game-based learning in the classroom, the obvious next step is to look at a class that has implemented such practices. Lee Sheldon's article, "Marked Tree High School: The Multiplayer Classroom" examines Denishia Buchanan's 10th grade Biology class. Buchanan, an avid gamer, decided to take her knowledge of video games and apply them to her own classroom. 80% of her students fall below the poverty line, under-perform in the classroom, and often fail to graduate. In order to change the way she engages her students, she set up her classroom to encourage learning by giving students choices, making the coursework creative, and setting attainable goals that rewarded students for their work.
One of the first things Ms. Buchanan changed was the typical way students are graded. Instead of a number or letter grade assigned to the work, she used an experience point system often found in role playing games (among many others). She mapped out how many XP points needed to be earned by what date to successfully complete the course. XP could be earned through 'quests'. Quests were the name given to assignments. These quests were given through characters she created in the classroom. This is also a staple of RPG's that push the plot or overall quest forward. There are always a number of different quests that are available to the students allowing them to explore areas of interest. Quests are not the only means the students learn by. Every class 25 minutes are devoted to the 'lore' of Biology. This change in terminology may seem small, but the psychological impact it can have on a student who is used to hearing 'lecture' can be huge. She also created a reward system which is normal in RPG's as well. When quests were turned in (only accepted complete and perfect), biology bucks are earned based on difficulty level. These bucks can be used to purchase paper, pencils, folders and other materials in the classroom. There are also auctions at the end of semester that included gift cards, hall passes, coupon books, and food. This added incentive helped students pursue their assignments and also helped the overall success of the school.
In 2009, 62% of sophomores in the school passed Biology with a D or higher in a traditional classroom.
In 2010, 98% of sophomores in the school passed Biology with a D or higher in the game-based classroom.
In 2009, only 29% of students tested at a proficient level in the subject.
In 2010, 68% of students tested at a proficient level in the subject.
Students also gave mostly positive feedback for the change in classroom structure. The data supports the notion that this kind of classroom can and will work when done correctly. Game-based education is a way to interact with students in a creative way that considers their culture of gaming and technologically advanced world.
Yes. It is good to have a clearly presented example, as this one is.
ReplyDeleteThank you! :-)