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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.