With the prevalence of digital media and immersive digital experiences in our 21st century society, the view of games for educational use has experienced a paradigm shift.
This thesis explores the specifics of introducing an extensive gameplay system into a classroom with both digital and analog components. A concentrated focus will be placed upon developing a reward system that is a catalyst for encouraging student involvement, commitment to their activities, and absorption of the teachings offered.
Passive media has been associated with a variety of harmful topics such as obesity, violence, lethargy and disassociation. Recent studies even suggest a possible increase in learning disabilities to those exposed to passive media under the age of three(1). However, interactive media has gained a lot of positive reviews in its effectiveness when used in an educational environment. Evidence shows that when students used a name-brand training game, their Brain Performance Test improved more than students within a control group.(2)
This thesis will expand upon the current use of games within a classroom setting, and move well beyond the "single sessions" offered to students to pass time or review subject matter. The intent of this project is to have students "in game" at all times. Every activity and experience within the classroom shall have a reward/score/achievement component associated with it. When these rewards and achievements are considered enticing enough to earn, they become incentive to succeed. Goals become attained and learning becomes fun.
Rewards, achievement systems and game play scenarios increase student involvement within their classroom. This increase in participation leads to a more robust and more effective learning environment.
A variety of resources have been used to gather information for this project. Video, text books, journals, interviews, test data and case studies are all included here. This cultured list presents the research findings and how they have assisted this paper, and information on additional information on the author.
(1) David Wilkinson, Fearcourse.com, Anxiety & Fear Experts | The Fear Course. May 7, 2014, Web. October 15, 2014. http://www.fearcourse.com/EasyBlog/children-s-emotional-problems-associated-with-tv-video-and-other-media.html
(2) "A study of Lumosity in the classroom setting" Completed Research Behind Lumosity. Lumos Labs - http://www.lumosity.com, 13 March. 2013. Web. 23 Aug. 2014. http://cdn-hcp.lumosity.com/uploads/completed_research_post/original_paper_file/3/Ng-2012-ESCoNS.pdf