NIU-Torcs is a rare example of a college-level mathematics game that allows for deeper learning within the game. Brianno Coller and colleagues developed the game through an NSF grant to help their mechanical engineering students learn numerical methods (Coller & Scott 2009). Students begin the game by learning how to code acceleration and steering using the programming language C++. They then move to making the car move fast without skidding off the road, by calculating numerical roots, solving systems of linear equations, and doing curve fitting and simple optimization. The authors report that students are motivated to keep trying far more than when given these types of problems as meaningless homework exercises. Concept maps produced by the students in both the game-based and traditional classes showed that although measures of low-level knowledge were statistically identical, students in the game-based class had much greater levels of deep thinking, which included being able to compare and contrast methods and link concepts together. In addition, student attitudes about the class had changed – they were more engaged, and more able to recognize the value of the mathematics they were doing. http://www.ceet.niu.edu/faculty/coller/more_information.htm
One of the easiest ways to incorporate games into teaching is to use Jeopardy. I have used it to liven up test reviews in courses as disparate as calculus and remedial arithmetic. Free templates for the game can be gotten by searching “PowerPoint Jeopardy Template.” You can then enter questions and answers into the template. There are also versions available that teachers have posted for various classes, with the questions and answers already written in.
To make game play more collaborative, and to ensure that everyone is working, the whole class can participate in finding the answer to each question, rather than just one student at a time, or the class can be split into teams. Student appreciate being able to go back over the game at home as further review, which can be facilitated by posting the game online, for example, in a course management system such as Blackboard.
One of the most widely-known games for library and research instruction is The Information Literacy Game, created by University of North Carolina at Greensboro librarians Scott Rice and Amy Harris. Anyone can play this web-based board game on the UNCG website, and the creators have also made the source files available for download so that any library can customize the game for its own campus.
Educators coming together to explore how the principles of games promote learning
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