So far we have looked at this elements of gaming that could invite more students into classroom learning:
1. High levels of engagement
2. Real-time relevant feedback
3. Acceptance of mistakes as part of the learning process
This week we will look at the element of practical, hands-on learning. Rshaid (2014) states, “There is a well-known adage in education: students remember some of what they read, and only part of what they hear, but they remember everything they do” (p. 186).
As I have interacted with students of all ages, they quickly recall projects and learning that involved hands-on, real-life experiences. In addition, students ranging from middle school to college students often tell me that they prefer to learn by hands-on or kinesthetic experiences.
Games often immerse players into a real-life type of simulations where they must problem-solve and creatively address circumstances that arise. Replicating those types of experiences through hands-on learning or even through educational games is a way to invite learners of all ages. Instruction that includes attention to hands-on learning tied to practical
experiences is an avenue for classroom teachers to capitalize on the enticement of gaming.