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NATIONAL PRIORITIES<br />

269<br />

Box 5.9 Building modern skills: Game-based learning and “gamifying”<br />

education<br />

Learning can be fun. Play can be a great conduit for learning<br />

and creativity because it taps into people’s intrinsic<br />

motivation, satisfying needs of autonomy, competence,<br />

and relatedness. When playing, many people achieve a<br />

state of “flow”—a state of concentration that activates the<br />

brain and is considered optimal for new learning. a Applying<br />

the principles of gaming—rules, goal achievement, progressive<br />

difficulty, interaction and student control, uncertain<br />

outcomes, and immediate feedback—to classroom<br />

activities can teach both cognitive and socioemotional<br />

skills. Some games apply these principles to teach basic<br />

skills, such as math and vocabulary in games like King of<br />

Math and FunEnglish, while others integrate learning into<br />

the game. Dragonbox, Freddi Fish, and Guild Wars require<br />

creative thinking, problem solving, and building on existing<br />

knowledge to succeed. b Requiring inference and problem<br />

solving, rather than direct questioning for learning, they are<br />

more engaging and can lead to sustained learning. c<br />

Games can not only increase engagement but also<br />

improve learning outcomes. A unique English program in<br />

India can be implemented with different technologies (a<br />

specially designed machine or games and activities based<br />

on special flash cards). New methods yielded gains of about<br />

0.3 standard deviation in test scores. d A 2006 study of fifth<br />

graders found that playing math games was more effective<br />

than basic math drills at building math skills, as measured<br />

by performance on a standardized math exam. e And two<br />

science games, RiverCity, which emphasizes ecology and<br />

biology, and Supercharged!, a program on electrostatics,<br />

improved learning outcomes over a traditional lecture by 15<br />

to 18 percent and 8 percent, respectively. f<br />

But most of today’s teachers are not equipped with<br />

the skills to make games effective learning tools, such as<br />

designing materials and environments for game-based<br />

learning, partly because they are not familiar with many<br />

tools of the digital age. g Teachers need to be trained so<br />

that they understand both the potential and the limits of<br />

games for learning and fully understand the game, how<br />

to play, and how to use it as a teaching tool. Teachers can<br />

work with parents in finding appropriate games and defining<br />

parameters for usage. Updated curricula, reformed<br />

assessments, and resources for learning games can all<br />

help to shift classrooms to be focused on learning. Policy<br />

makers could also encourage more research and development<br />

to create successful learning games that are engaging,<br />

thoughtful, and immersing, and facilitate efficient<br />

learning.<br />

The future of games and game-based learning extends<br />

beyond the classroom. Evoke, developed by the World<br />

Bank, uses social media tools and narrative approaches<br />

commonly found in video games to empower young<br />

people to start solving urgent social, real-world problems.<br />

Food Force, created by the United Nations, teaches strategy<br />

and networking by simulating aid agencies working in food<br />

insecurity. The Facebook game Half the Sky highlights gender<br />

equality and raises money for female empowerment.<br />

Games can also be tools for job training, especially when<br />

real on-the-job training is dangerous; the U.S. military has<br />

used video games to teach strategy, skills such as first aid,<br />

and military rules and ethics. h<br />

a. Jarvilehto 2014.<br />

b. Becker 2007; Prensky 2006; Jarvilehto 2014.<br />

c. McFarlane, Sparrowhawk, and Heald 2002.<br />

d. He and others 2007.<br />

e. Grabowski and Fengfeng 2007.<br />

f. Mayo 2009.<br />

g. Prensky 2006; Becker 2007; Jarvilehto 2014.<br />

h. Prensky 2007.<br />

Countries with a local technology industry<br />

or where online work is common, already teach<br />

advanced ICT skills outside the education system.<br />

In Kenya, NairoBits equips youth with knowledge<br />

in web design, IT skills, creative multimedia, and<br />

entrepreneurship. This technical training is combined<br />

with training in socioemotional skills to build self-confidence.<br />

NairoBits-trained youth have secured employment<br />

in both formal and informal sectors and report a<br />

job placement rate of 90 percent. 55 Similarly, iHub, one<br />

of the innovation and hacker spaces in Kenya, holds<br />

hacker labs for children and youth aged 10 to 16.<br />

Many developing countries are partnering with<br />

the private sector to develop technical training in<br />

advanced ICT skills after general education. Mexico<br />

First, a partnership with Cisco and Microsoft, targets<br />

professionals and university students to facilitate<br />

training and certification in ICT.

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