Andy’s first science class, the teacher assigned him a seat, a book, and a course outline. The course outline defines the things they will learn from the book.
Andy will learn nothing new from what the last semester students did. Also, it doesn’t matter that he understands what is being taught in class. The goal is to learn everything, and to the point that he can repeat word by word what is written in the book.
That is the traditional way of learning, a phenomenon that is still being used today. However, the recent evolution of how things work in the world has pushed people to think. How can we do things better?
In education, a lot of things have to be changed, but the first step to change has to be the digitization of the course.
Which then would lead to changing the way things are taught. The alternate method has been discovered and proven to be effective. It is Game-based learning i.e. fun homework for students.
Before you reject the idea entirely as an average gen-y person would. I suggest you read to understand what game-based learning is all about. You can start by looking at lido tutors
In this phenomenon, the student learns things actively.
This is how it happens
- The students are given a mission
- To complete that mission, they have to go through a series of actions.
- They will have full authority to decide which action to take.
- In case the decision is right, they will move forward.
- In case it is wrong, they will move back and retrace their steps.
- Once they have done all things right, they will feel accomplished and given the award.
The game keeps the student engaged and forcing them to learn things ‘take the right steps’ until they reach the end. Play-based learning phenomena have no boundaries or restrictions. Students have the option to explore something as much as they like, and however creatively, they can.
Students who otherwise feel burdened by homework are now enthusiastic about doing homework.
This is a list of positive impact game-based learning video has on students.
ConclusionÂ
The game-based apps are not universal, and the main reason behind that is their inability to have a defined learning objective. Teachers find it hard to evaluate students, and students feel pressured in the competitive environment developed by video games.
However, game-based learning has many potentials. Especially in higher education, it can give the students a chance to learn how things run in the real world, the challenges they could face, and possible solutions to those problems. These games teach ‘practical, analytical, and collaborative skills, ‘ which are essential skills every adult should have.
We hope that this new trend of teaching students gains momentum because the passive teaching method is failing to produce results in the 21st century.