Imagine a classroom where students are engaged in class, eagerly solving math problems, and exploring English language skills through fun digital games. Their excitement as they rise to the challenge and earn rewards is palpable, turning traditional learning into an adventure. Game-based learning not only motivates students through challenges, rewards, and stories, it also develops important skills like problem-solving, strategic thinking, and collaboration.
Recently, EdSurge Dr. Josh Prior How to maximize the impact of game-based learning in the classroom. Prior began his career as a high school English teacher in Palm Beach County, Florida, and then worked as a school-level administrator for six and a half years, during which time he earned a PhD in Educational Leadership, before transitioning to digital game-based learning and currently serving as the Director of Educator Support. Prodigy EducationPartner with schools and districts to increase the use of game-based learning tools.
EdSurge: How would you define game-based learning?
Prior: Game-based learning includes any game used for educational purposes, from traditional physical games to computer games. Games are not only a great way to incorporate practice into the classroom, but they also help students Flow State A place where you can fully immerse yourself in something you enjoy. Psychologists claim: Deep immersion puts you in a flow stateGame-based learning is a great way to get students into a flow state because they become more involved in the learning as well as the game.
We often hear from teachers using Prodigy about how the game has had a huge impact on their lessons. Genius Mathematician or Genius English Enjoy the storyline and get excited about the learning content. We want kids to learn while they have fun, and that’s what makes effective game-based learning truly special.
How can game-based learning be integrated into classrooms and more?
The key is IntentionalityProdigy essentially offers adaptive, standards-aligned content, which is great. If students pick it up and use it for fun and learning, that’s great. A lot of parents discover Prodigy, share it with their kids, and the kids enjoy playing it. Teachers can adapt the educational content in the game to classroom lessons within 30 seconds, which increases the impact of their practice. This can be seamlessly incorporated into activities such as station rotations, math workshops, exit tickets, technology time, and even whole-group instruction. There are lots of natural ways to incorporate the game into the classroom.
What are the main benefits of integrating game-based learning?
As a former educator and administrator, I think about the impact from two perspectives: The first is the impact games have on academic achievement. Meta-analysis confirm Gaming can have a positive impact on academic performanceProdigy conducted two related studies here. The first looked at publicly available test score data from the state of California. Students who used Prodigy performed better than those who did notThe second was a correlational study with the Council Bluffs Community School District in Iowa, which met ESSA Tier III standards. There is a significant positive correlation between Prodigy use and improved academic performance Between 5th and 6th grade.
Another influence is through attitude. Neurological studies show that: How children feel about their learning mattersParents and teachers also frequently tell us that Prodigy helps their students to feel more confident about their learning. In a correlation study on math enjoyment and math confidence, After just a few months of using Prodigy, our students’ enjoyment of math and their confidence in math has increased significantly. That’s a really exciting discovery!
What are some common challenges teachers face when incorporating game-based learning?
The first thing that comes to mind is the cost of game-based learning tools. School budgets are ESSER Fund Education budgets are drying up and classroom budgets have always been tight. What’s special about Prodigy is that it’s at no cost to teachers or schools. With Prodigy Math and Prodigy English, all of the educational content in the games is accessible to anyone, anywhere, with just a device and an internet connection. That’s one of the reasons I was drawn to game-based learning, and Prodigy in particular. I really believe in what we’re doing and how we’re doing it.
Prodigy is run entirely by a small number of parents who purchase an optional membership that gives their child access to additional game features, as well as additional features that allow parents to be more closely involved in their child’s learning journey. This unique business model allows any student, anywhere, to access Prodigy Math, Prodigy English, and the in-game educational content. Over 3.6 billion math problems were solved by students who played the game for free last year, and over 950,000 teachers use Prodigy for free in their classrooms. Approximately 95% of student users use the free version exclusively. This unparalleled access is something we’re really proud of.
What data privacy considerations need to be addressed when implementing new EdTech?
Privacy and security are top priorities for educators, and rightly so. I look for tools that integrate with popular cloud-based productivity suites, education-specific single sign-on platforms, and digital learning ecosystems. In terms of cybersecurity, I want educators to: NIST Cybersecurity Frameworkmoreover, Student Data Privacy Consortium; they are standardizing the process for data privacy agreements, which is great, and we also recommend looking for certified tools. 1 Educational Technology And signed TrustEd Apps PledgeIn addition, Prodigy 93% pass rate by Common Sense Privacy This is thanks to our rigorous approach to student data privacy.
How can game-based learning tools be customized to meet the diverse needs of different classrooms and individual students?
Games should have multiple supports built in to help students with different needs. For example, having a read-aloud is something I think is important. We know that beginning readers and English language learners benefit from having an auditory component to the reading material. Having hints is also really important because they provide extra scaffolding when students need it. With hints, you can provide content at the right level for students. It’s just the right level of difficulty. Zone of proximal developmentGames also take readability into consideration. For example, Lexend FontThis may improve readability for people with dyslexia.
Digital Promise is Learner DiversityProdigy has earned that recognition. We make learner support a top priority and are really proud of the fact that we’ve taken the time to make sure Prodigy is easy to use – something teachers should consider when evaluating tools to use in their classrooms.
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