
How do games affect learning?
In this week’s tutorial, we were exposed to the significant advantages as well as shortfalls within gaming in education. Within the education community, gaming and the use of games within a classroom to promote creativity has been controversial (Mayer, 2014). Students have the unique ability to be motivated when supplementing computer games as a learning task, however ensuring learning can be outweighed by cognitive consequences (Mayer, 2014). The alignment of gaming and learning outcomes within the classroom has been negating factor when teachers use gaming as a teaching tool. Curriculum outcomes do not align smoothly with gaming and pedagogy when available games should be targeted towards specific outcome to ensure learning. The confusion between students enjoying a lesson and learning a particular curriculum outcome can create a blurred line when building engaging experiences Moreno & Mayer, 2002)
Does gaming stifle creativity?
Gaming within an educational and non-educational context can lead to the sacrifice of collaboration, which is a crucial concept when fostering creativity on students (Mayer, 2014). The trap of students becoming consumers of technology is also formidable. These constraints can be negated through the employment curriculum while using gaming . Through creating lessons where students need to develop plans to ensure successful outcomes, creativity can be fostered (Gee, 2005).
How can we foster creativity through gaming?

Through collaboration and engaging curriculum outcome within a lesson, creativity can prosper within a gaming classroom. Although there’s been plenty of controversies when developing a gaming pedagogy within the classroom, I genuinely believe gaming can be incorporated to foster students’ creativity. Students becoming the producer of technology through Blockly allows for the divergence from students being consumers of technology. Blockly will enable students to be creative first and for-most allowing for the highest level of Blooms’ Revised Taxonomy to be cognitively achieved (Duchesne & McMaugh, 2016).
Pedagogical applications for gaming.







A game I’ve found that aligns with Stage 5 living world outcomes: how contemporary society can influence the focus of scientific research such as an epidemic or pandemic disease in humans is Plague Inc (NESA, 2019). Plague Inc. allows students to become a pathogen with the main task to wipe out all human life on earth. Students can consider transmission methods, resistance, symptoms and abilities like environmental constraints. This unique game can foster creativity through students, requiring the evolution of the pathogen (student) to consider how to ‘outsmart’ the government and researchers through employing multiple evolutionary variables. This game can turn either a very dry or dangerous lesson into an engaging topic allowing students to engage metacognitive context through a flipped perspective of a pathogen. Students’ can collaborate ideas to ensure the success of their pathogen. Differentiation practices can be employed, changing the difficulty variables to challenge students’ capabilities when considering epidemics and pandemics. This game incorporates Gee (2003, 2004, 2005). Fundamental learning principles of a good game for the learning of identity (pathogen), interaction (consequences of decisions), production (decision making), risk-taking (evolution of the pathogen) and customisation (building pathogens skills) (Gee, 2005).
References:
Duchesne, S. & McMaugh, A. (2016). Educational Psychology for learning and teaching (5th ed.). Victoria, Australia: Cengage Learning.
Gee, J. P. Situated Language and Learning: A Critique of Traditional Schooling. London: Routledge, 2004.
Gee, J. P. What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave/Macmillan, 2003.
Gee, J. P. Why Video Games Are Good For Your Soul: Pleasure and Learning. Melbourne: Common Ground, 2005.
Mayer, R. E. (2014). Computer games for learning: An evidence- based approach. Cambridge, MA: MIT Press.
Moreno, R., Mayer, R. E., Spires, H. A., & Lester, J. (2001). The case for social agency in computer-based teaching: Do students learn more deeply when they interact with animated pedagogical agents? Cognition and Instruction, 19, 177-213.
NSW Education Standards Authority [NESA]. (2019). Science and Technology Syllabus. Sydney, Australia: Author.
Hi Phoebe,
Thank you for providing such an in-depth view of gaming in education. You have raised many valid limitations in your discussion. I feel that students becoming consumers of technology is particularly dangerous when looking at games based learning. The game you have discussed here looks INCREDIBLE! What a way to introduce students to disease, evolution and epidemics! This would be fantastic for year 12 biology module 7 infectious diseases as well. I am definitely looking forward to having a play with this game.
Thanks,
Laura
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Your blog post is extremely well researched and backed by a large number of resources giving your post a strong academic backing. The game you have sourced seems extremely niche and targeted for your classes specific needs well done. Did you know that a meta analysis by Merchant 2014 in VR gaming, found that individual work can in some instances be more effective than collaborative? Do you feel that this is relevant to your lesson?
Merchant, Z., Goetz, E., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. doi: 10.1016/j.compedu.2013.07.033
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