EdTech: Playful learning
Playful learning refers to the use of games, toys and other elements of play to support learning.
It can be found in all sectors of education and has been with us ever since we moved away from Victorian methods of keeping quiet and copying from the chalkboard.
This module looks at ways we can adopt not just games themselves, but the underpinning notions that make games and play enjoyable and engaging in order to create effective learning opportunities that motivate learners to succeed.
Aim
This module introduces playful approaches to learning.
Objective
After completing this module, you will be able to:
- Recognise the pedagogical benefits of games and play
- Evaluate the role and contribution of digital technology in the creation of engaging learning games
- Apply the elements of gamification to learning activities in order to motivate effective learning
Digital Teaching Professional Framework
This module covers the EdTech component - B2 : Teaching context: face-to-face
- Use learning environment technologies to support teaching, e.g. electronic whiteboards, mobile devices.
- Structure sessions so that different (practitioner-led and learner-led) digital activities jointly reinforce the learning objective.
- Structure and manage content, collaboration and interaction in a digital environment.
- Consider how practitioner-led digital interventions can best support the learning objective.
- Reflect on the effectiveness and appropriateness of the digital teaching strategies chosen and flexibly adjust methods and strategies.
- Experiment with and develop new formats and teaching methods (e.g. flipped classroom).
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Feedback about this module
Average feedback ratings
Taking note of your feedback
We greatly appreciate the time taken to provide us with feedback on each module. We regularly review all the feedback provided and use it to inform the development of new modules. Subject to funds being available and other constraints, we will amend existing modules where feedback shows this is required.Feedback from other members about this module
Would have liked to see the reasoning behind the solution to the activity as this could have been very instructional - e.g. why one scenario was seen as mastery, one as challenge, etc.
Very good videos to support concept
This module really gets you thinking about the power of games (Gamification) and I especially like the resources section at then end of the module, which had some very interesting projects, games and ideas to get you started
Multi-layered, multiple applications...and multiple uses in and out of the classroom.
Using gamification is needed in the classroom to keep learners motivated and as mini formative assessments.
Thought provoking.
Informative
Gamification has definitely something to offer and I've found some activities really benefit and get students buzzing. However I've also found tasks and activities that don't lend themselves to gamification or where the modest value added is simply not worth it. The examples used in this module were really good (thought sample activity lacked the information it needed to move beyond a telepathy exercise...). It could have been useful to highlight what makes a bad example of gamification as well - I've probably seen as many bad examples as good ones. Worth also saying that some students will be resistant to gaming while others will be so obsessed with winning that the actual learning is quickly forgotten.
Good
I was not able to complete the 4 learning task questions and still don't agree with the answers revealed. I may be at fault in this but found it unsatisfying.
Useful introduction to the concept of playful learning and 'gamification'. Great extra resources to explore as well
interesting !
Some useful ideas but many that I already follow in teaching practice to support my students.
Good idea to get students involved more in their learning.
learnt some new terms for gaming in the lesson, links were useful
The Lego Foundation's White paper,
'Learning through play at school - A study of playful integrated pedagogies that foster children’s
holistic skills development in the primary school classroom',
released March 2019 would be a good addition to the resources here.
Whilst the focus is on primary education, the paper contains in-depth evidence in support of the pedagogical principles associated with playful learning. - well worth a read.
Would be good to see more examples of use of digital tools in creating game ideas - how common tools can be applied to this approach
Does not explain how to use Gamificaiton
Interesting to remind teachers about pedagogical practise and the reason for gamification.
Not very helpful really - many of the possible choices could have been right and we are not given enough information to make a certain choice - or direct feedback on which we chose correctly and which incorrectly - rather pointless really!
Feedback as you do each one would have been helpful.
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Further resources from other sites
ALT Playful Learning Special Interest Group.
Describes Construction Manager game created by City of Glasgow College...
Duolingo is a free, games-based language learning tool.
an introduction: Game based solution design. Really good introduction to...
Curriculum Design and gamification in Gamification and Game Based...
A guide from Jisc on gaming, simulations and virtual reality.
Padlet allow learners to add content to a virtual wall in real time.
Chrissi Nerantzi, (Manchester Metropolitan University ) for Jisc...
Dan Pinks short video presentation for RSA about motivation.