Serious Gaming

 


One of the constant challenges for teachers at any level is the struggle to keep students engaged in the learning process. Accessibility to technology is a given for most students outside of school, so when we use it in the classroom, it seems like a natural component. Determining what technology to use and how often to use it can be a daunting task. When implemented in a thoughtful manner, it can have a positive impact on students’ willingness to participate and engage with the topic and with classmates.
Serious Gaming is a variation of the idea of gamification. It utilizes the idea of games, but they are created to teach a skill. One main advantage of using Serious Gaming in the classroom is its ability to make learning seem more fun. By doing this occasionally, teachers may help students regain their motivation to engage in class, and give them a break from what could feel like a monotonous routine. For certain students, using serious gaming and adding a competitive element may help them stay engaged when they may otherwise lose interest.
Some research shows the average human can concentrate on a task for 8.25 seconds. The average attention span of a 16 year old is 32-48 minutes (ambitionsaba.com, 2023). When looking at that statistic it is important to understand that 32 minutes is the lower end of the average, which means many 16 year old students have an attention span that is much lower. Add in students with reading deficiencies, ADHD, avoidance behaviors, and those who are easily distracted in general, and you have a group of students whose attention span is closer to that 8.25 second mark. Technology is appealing. Fast video screens, rich colors and all kinds of noise attract children. Whether we like it or not, teachers have to compete with video game quality stimuli every day.


The American Academy of Pediatrics recommendation for screen time is no more than two hours per day, but some experts say the total time should depend more on the child instead of being a one size fits all solution (Klein, S. 2010). With this in mind, it is important to choose Serious Games carefully and be sure the ones I use are free or low cost, easily navigable, engaging, and have some educational value. The games that are used should have accessibility tools such as screen readers and ideally would be able to be played at various levels to accommodate the instructional needs of various students.
The use of games in the classroom is something that is becoming more normalized, and I plan to continue its use with the understanding that it should be used to enhance what is being taught using other methods as well.  One example I have discovered is the suite of Dragon Box Games. They are hosted by Kahoot! and a membership with up to 100 users at a time is $120/year.  There are specific games to target topics such as geometry and algebra. Stop Disasters is a simulation that gives the user guidelines on how to prevent death and destruction during certain natural disasters.  It’s highly gamified, but has the purpose of making users think about what elements are required to keep people safe during natural disasters. 
When it comes down to it, Serious Gaming is something that will continue to improve as more games are developed with the purpose of learning, but I need to continue researching the games, monitoring what my students needs are, and determine what will be the best fit for them on any certain day.

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References


Average human attention span statistics. At-Home ABA Therapy For Autism - Ambitions ABA. (2023). https://www.ambitionsaba.com/resources/average-human-attention-span-statistics

Klein, S. (2010, July 5). Study: Too many video games may sap attention span. CNN. http://www.cnn.com/2010/HEALTH/07/05/games.attention/index.html 


Comments

  1. I definitely understand the struggle of keeping students engaged in the learning process. Technology is a natural component, considering its accessibility outside of school. But figuring out which tech to use and how often can be overwhelming. Serious Gaming is a cool approach that combines games with skill-building. It makes learning more fun and helps students stay motivated and engaged. Plus, it gives them a break from the routine. With shorter attention spans and distractions, using technology to compete with video game stimuli is a must. But we also need to be mindful of screen time recommendations and choose carefully, focusing on free or low-cost games with educational value. Dragon Box Games and Stop Disasters sound like awesome options.

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  2. You brought up a thought that I commented on another blog about how screen time and serious gaming go hand in hand. I think about my first graders and how much they talk about their screen time after school, and I consider my impact on that screen time. I like that you acknowledge the attention span of learners. As teachers when we lesson plan this is something that we consider when choosing lesson pacing and activities to include. The same should be considered when giving students technology to use. Thinking about accessibility is one that I had not considered. I would need to go back through and see how the resources I already use would meet the criteria for being accessible for all learners. Whether this is within the app/website or with the tools present on the student device.

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  3. I agree with you that utilizing technology in the classroom seems like a natural component, especially when considering the amount of technological use most of our students have outside of school time. I remember when I first got hired in the district I currently work in and the amount of resources, curriculum, apps/websites, etc. that were thrown my way was immensely overwhelming. I still feel this feeling when I try to incorporate Serious Gaming in my classroom. It is a difficult process to find, vet, and implement a gaming website/app in the classroom successfully. I think that Serious Gaming can be incredibly beneficial in the classroom, especially in terms of motivation and engagement in the learning process. However, I do think it is critical to balance technology and non-technology activities in the classroom and to be sure the games align with curriculum. I do appreciate your statistics in regards to students and screen time. I know we had discussed screen time in a previous course, but it is something I don't think we can talk about enough!

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