The Gamification of Education
The art and science of GBL: Game Based Learning
“Gamification should be about driving learning and behavior change” — Karl Kapp, professor of instructional technology, Bloomsburg University
Gaming in America
$5.5 billion: gaming industry sales by 2018
194 million: estimated number of gamers in U.S. (2014)
1.8 billion: number of gamers worldwide (2014)
13 hours: weekly average time gamers play
97: percentage of youths who play computer and video games
40: percentage of female gamers
Gaming in the Classroom
Over 60%: of learners say leader boards and competition would motivate them.
80% of learners would be more productive if learning was more game-like.
97% of teachers use digital games created for educational use.
70% of teachers saw increase in student engagement when using educational video games.
Frequency of Play
27% of teachers use digital games at least once a month
38% use games weekly
18% use games daily
16% Rarely, or almost never use games
50% of teachers polled are comfortable using games to teach
34% moderately comfortable 11% slightly
6% Not at all comfortable
80% of those teachers who feel “very comfortable” using digital games use them daily or weekly
100% of those who are not comfortable still use games once about once a month
How effective are video games in the classroom?
Games teach students:
Tech literacy [Game play promotes literacy, from technological to socio-emotional]
Multi-tasking mentality develops
Individualized instruction [GBL focuses on each student playing and learning for themselves; individualized instruction is a natural part of the equation]
Cost [higher than book-paper-pencil paradigm]
Distraction from other objectives
Shortened attention span
Teachers’ Pick Top 10 Games for the Classroom
10. Chess Pro, with Coach
9. Bridge Constructor
8. Blox 3D
7. Bio Inc
5. Banner Saga
4. Assassin’s Creed 3
3. Armadillo Run
2 Animate Me (3D Animation for kids)
1. 80 Days
Much of the statistical information in this Infographic derived from The A-GAMES Project (Analyzing Games for Assessment in Math, ELA/ Social Studies, and Science), which studied how teachers actually use digital games in their teaching to support formative assessment.
Newzoo and GlobalCollect estimated that there were 1.78 billion gamers worldwide as of August 2014.