The University of Waterloo’s Centre for Teaching Excellence defines game-based learning as, “designing learning activities so that game characteristics and game principles inhere within the learning activities themselves [...] game-based learning designs learning activities that are intrinsically game-like.” These can be designed by educators or accessed through pre-existing online game environments, where “the game itself acts as the educator.” Research shows that game-based learning activities “promote engagement and sustained motivation in learning, but they do not necessarily result in improved learning outcomes” (University of Waterloo).
In “Code the Mime: A 3D Programmable Charades Game for Computational Thinking in MaLT2” (2021), Greek researchers Marianthi Grizioti and Chronis Kynigos studied the impacts of game-based learning on computational thinking strategies in teams of secondary school students aged 13-15. Grizioti and Kynigos note that current research has examined game-based learning and computational thinking separately- their research attempts to bring the two together. They state: “we discuss an approach that integrates two paedagogical design techniques which so far have been used and studied separately: (a) the construction of digital models with integrated computational affordances, typically provided by diverse digital tools, such as textual programming, 3D modelling, and dynamic manipulation (Kynigos & Grizioti, 2018) and (b) ‘game-based learning’ (Kafai & Fields, 2013), to support the expression and implementation of these ideas in an interdisciplinary context which is also familiar and meaningful to the students. By incorporating the programming of dynamic models with gameplay, we aim to create a meaningful learning activity that balances fun and self-expression with progressive use and understanding of computational practices” (Grizioti and Kynigos, 1006). To do this, the researchers presented students with partially complete programs, encouraging programming, as well as a game based, competitive component: “With this game, we aim to incorporate the benefits of game-based learning, which offers the motivation and the authentic context of playing, with that of the constructionist approach that promotes learning through construction and sharing of digital artefacts.” (1007). In this process, researchers studied how students demonstrated computational thinking strategies, specifically abstraction and decomposition, through game-based learning and coding a mime to do different physical activities. They also studied how students interacted with one another in the process, through “embodied communication,” which to me is linked to computational participation (1016). Among other things, the researchers concluded that the game-based learning environment helped “students [express] problems from different fields such as programming, mathematics and physics and [solve] them computationally (1020). However, Grizioti and Kynigos state that, “we cannot claim that students developed typical formal knowledge of such high-level practices such as abstraction. The analysis, however, provides us with new evidence on how students may use and express these ‘elusive’ practices in meaningful and approachable ways for them” (1021).
The learning activity used by Grizioti and Kynigos would not be feasible in my school’s learning commons, because the teacher librarian does not have the skills to create the game like the one Grizioti and Kynigos did. Also, the study had the students working with the game for thirty-five hours before analysing the results. However, since Grizioti and Kynigos’ study showed that working with the coding program in a game-based environment did result in students using computational thinking and communication skills, this means to me that it would be worthwhile for the teacher librarian to provide students with space and opportunity to work together using existing games. Examples that come to mind are Minecraft or Roblox. The teacher librarian could also work with teachers to harness students' existing interest in these types of games for educational purposes and to more explicitly connect them to computational thinking skills.
Using game-based learning to allow students to work on a coding or programming activity supports the BC Core Competency of Communication, as students will need to work collectively and collaboratively towards a common purpose. In addition, students are involved in Creative Thinking, specifically creating and innovating, and Critical Thinking, specifically designing and developing.
Question for further thought:
1. How do we measure/evaluate student’s computational thinking before and after participating in game-based learning activities?
2. Are competitive game-based learning activities good for students’ wellbeing? (I ask because I worry about how some game-based activities include leader boards, badges, etc- what happens to the student who is not as successful?)
References:
“Core Competencies.” BC’s Curriculum, BC Ministry of Education. https://curriculum.gov.bc.ca/competencies. Accessed 14 May 2022.
“Gamification and game-based learning.” Centre for Teaching Excellence, University of Waterloo. https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/educational-technologies/all/gamification-and-game-based-learning#:~:text=In%20short%2C%20gamification%20applies%20game,that%20are%20intrinsically%20game%2Dlike. Accessed 14 May 2022.
Grizioti, Marianthi, and Chronis Kynigos. “Code the Mime: A 3D Programmable Charades Game for Computational Thinking in MaLT2.” British Journal of Educational Technology, vol. 52, no. 3, May 2021, pp. 1004–23. EBSCOhost, https://doi.org/10.1111/bjet.13085. Accessed 14 May 2022.