![]() ![]() There are some major games on the market that have grown so much in popularity, in the teaching field, that education specific versions of the games have been developed. World of Goo enables students to learn about basic construction as well as solving problems some structures may face due to wind effects. Players also have to deal with wind speed, gravity and buoyancy issues. The physics-based puzzle game developed by 2D Boy requires players to make stable structures such as bridges, ladders, and towers by moving black goo balls from one place to another. If you wanted to teach children about construction and structure, one game that could help would be World of Goo. The same can be applied to certain video games. ![]() If for example, you wanted to teach your class how to wire a plug, instead of just telling them how to do it, you’d break out plugs and cable cutoffs and get them doing it. Many studies have seen that when people learn by doing, they are more likely to succeed and get a better understanding of the task they need to perform/learn. “For the things we have to learn before we can do them, we learn by doing them.” – Aristotle, The Nicomachean Ethics They get feedback while playing the game, not to mention the fact that they get excited because their favourite character is giving them praise and reassurance. In some of the games, the child can hear their favourite characters say “Well done!” or “You are doing great!” and even “Uh-oh! That’s not right. The games are based on the characters in the TV shows the channel plays. For instance, the BBC has a website and app aimed at children of which there are many educational games for them to play. In some games aimed at infants, a lot of the feedback is in the form of audio. When they don’t do so great, getting that feedback makes them more determined to do better. When students complete a level or task, they are proud of their achievements, and it spurs them to continue and do more. In video games, the feedback in many games is instant – you pass a level, or you don’t. Whether it is good or bad, both greatly help in their development. Feedback is immediate and ongoingĬhildren thrive on feedback. Students must be flexible in their thinking and have to continually adapt to new challenges. One level may be as simple as cutting a few ropes, but then higher levels bring in obstacles such as bubbles or bees which require you to figure out a new strategy. Most people just see it as trying to feed Om Nom his candy, but as each level gets progressively harder, students are required to work through and solve each problem. Take the cute puzzle game Cut the Rope by ZeptoLab as an example. In this way, they can develop new ways of thinking. Students can be continually tested as games get progressively harder and more complex. ![]()
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