EDUCATION: Introducing gaming into the classroom

EDUCATION is the very foundation of our future. No doubt there are flaws in our current education system that need to be addressed. The marking system, learner agency and voluntary tangential learning are a few of the major issues in education today.

There’s a theory that tries to define each decade according to technological progress. Loosely speaking, by the end of one decade everyone had cellphones, by the end of another everyone was on Facebook, and this decade (2010-2020) it is said that everyone will be a gamer in a broad sense. It’s not a solid theory, but I’m sure you catch my drift.

Some exciting ideas are starting to surface which involved introducing gaming into the classroom — making education more fun and engaging. Again it is no solid science, but a few schools (especially in the United States) have started implementing such ideas into their teaching techniques and have started to see positive results.

To put gaming into better perspective — the most successful games on the market today are ones that encourage gradual progress. These award the player with experience points as he or she progresses through the game. Once enough experience is gained the player levels up, which comes with particular rewards or perks.

Benefits of a rewards system in education

Working towards clear and tangible levels with clear rewards or benefits would be a huge motivational factor for learners. Assignments and tests would feel more rewarding rather than disheartening if there is something to be gained. This wouldn’t necessarily require a major change in the way papers are generally marked. Marks would merely be changed to levels and learners would work towards a total rather than down from one.

Offering class-wide achievements, such as giving the whole class a reward if one or a few learners accumulates X amount of experience, would also encourage peer support. Rather than envying the top achievers, peer pupils would encourage their progress. The top achievers, on the other hand, would understand that they couldn’t get the best possible score unless they help the other learners improve their marks.

Gamifying Education

Agency in education

A huge hurdle for teachers is dealing with learners who lack a sense of agency — who feel that their opinions and choices don’t matter. They may feel that they have no control over their choices, perhaps ones that were made for them by their parents. They lack long-term goals and motivation — something that is common in young people today.

It is known that learners with a higher sense of agency do better at school. What’s interesting is that agency is the life force of games! You are in full control over the choices you make and the future lies entirely in your hands. What’s more, games teach us that if we fail, we try again (or try something different) until we succeed.

Voluntary tangential learning and information

A third challenge for our educational system is encouraging learners to pursue information voluntarily outside of the classroom. Homework, for most, is a bore — a chore that needs to be completed before we can play proper games. There are very few external motivators that encourage self-education.

An idea is to turn a subject into a game by leaving out pieces of the puzzle and using information that you want learners to learn on their own as keys that unlock the next section of the game or subject. In searching for this information there’s also a chance of tangential learning — learners stumbling across other pieces of related information.

I recall one of the most exciting times in my own education, which was when different subjects started to interlink and connect up. And this happened way after high school. Learning and understanding the connections between information and ideas is so important in education. A cross-disciplinary approach could be created early on by creating the keys mentioned here across different subjects. This will also allow learners to shine in different subjects and encourage communication and sharing of education among them.

This may also create an understanding and an appreciation of the importance of other subjects that learners may not immediately be interested in. I sure wish I had understood this when I was in high school.

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COMPETITION: Google Science Fair ready for take off

GOOGLE'S worldwide Science Fair competition is calling for entries over the coming weeks. The Science Fair gives teenagers the opportunity to join in a new kind of online science competition that is more global, open and inclusive than ever before. It will also offer them the chance to win huge prizes including a 10-day trip to the Galapagos Islands or a $50 000 scholarship from Google.

Google's made this cool video to promote the Science Fair - done in the style of a Rube Goldberg machine. Reminds me of The Incredible Machine.

Google Science Fair promo video: Calling all Jr. scientists!

Who can enter?

The competition is open to students aged 13 to 18 from around the world working on their own or in a team of two or three. For more details, visit the Science Fair Rules page.

How to enter the Google Science Fair

  • If you don't already have one, create a Google Account. You will need a Google Account to complete the sign up form.
  • Complete the Google Science Fair sign up form. After you submit the form, you will see a link on the confirmation page. This link will create the Google project submission site where you will post your science fair project details.
  • Plan your science project, conduct your experiment, and write up your results.
  • Complete all of the sections of your Google project submission site.
  • Create either a two-minute video or 20-slide presentation giving an overview of your project and embed it on the Summary page of your project submission. A video or presentation is required to enter.
  • When your project site is done, make sure to submit it by 4 April 2011.
  • Detailed instructions and tips for building your project submission can be found in the Resources section of the website.

Please note: Entries and supporting documentation must be submitted in English. Google Translate is a free tool that may be useful for students who don't speak English as a first language.

Science Fair Judging Process

The deadline for project submissions is 4 April 2011. After this date all projects will be judged by a panel of teachers who will be following the judging criteria. In early May, 60 global semi finalists will be announced and their projects will be posted online and open to public voting for a “People’s Choice Award”. The 60 global semi finalists will then be narrowed down by our judging panel to 15 global finalists who will be announced later in May.

The 15 global finalists will be flown to Google HQ in California, USA for our celebratory Science Fair event. The finalist judging round will take place on 11 July 2011. These finalists will be expected to present their projects before a panel of acclaimed scientists including Nobel Laureates, tech visionaries and household names. A finalist winner will be selected from each of the age categories, 13-14, 15-16 and 17-18. One of the finalist winners will be named the Grand Prize Winner.

The Grand Science Fair Prize: A National Geographic Expedition

The Grand Prize winner(s) plus one parent or guardian per winner will win an amazing 10 day trip to the Galapagos Islands with National Geographic Expeditions. Traveling aboard, the winner(s) will visit Darwin's living laboratory and experience up-close encounters with unique species such as flightless cormorants, marine iguanas, and domed giant tortoises.

Google will cover the cost of Economy Class flights to the Galapagos from the winner’s home. The prize is valid for one year from 11 July 2011 and must be booked directly via National Geographic expeditions. It does not, however, included items of a personal nature such as internet usage, laundry or spa services.

A Scholarship from Google

A $50 000 scholarship will be split equally between team members should a team win this prize. This scholarship is intended to be used towards the finalists’ further education.

A Once in a Lifetime Experience

The Grand Prize winner will have first choice of an experience at one of the following partner organizations: CERN, Google, the LEGO Group, or Scientific American.

A Personalised LEGO Prize

  • A package from Scientific American.
  • Digital Access to Scientific American Archives for your school.
  • Digital access for the finalists' schools for a year. This prize is valid up to 12 months from winning the prize on 11 July 2011.
  • A personal LEGO color mosaic (one for each team member, to build her/himself) and 1 personal, exclusive LEGO box - specially made for the occasion.

Finalist Winner Prizes

A $25 000 scholarship from Google, split equally between team members should a team win this prize. The Finalists will have second and third choice by random selection of one of the remaining experiences at one of the above-mentioned partner organizations.

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