We’ve heard of gaming being integrated in primary school, but what about higher education? According to studies conducted by Gallup, the levels of student engagement fades the longer they stay in school. Engagement levels drop from 76% in elementary school to 44% in high school.
EdTech revealed in a recent article that levels of engagement has the potential to increase if colleges and universities integrate games into the classroom. Games are developed to create emotions of joy, pride, creativity, and curiosity just to name a few. It makes sense to want to integrate gaming in higher education- school is designed to be competitive just like a game. But if students fail they don’t have positive emotional resilience like gamers do, EdTech claims.
Here are three examples of games have been put into play across higher education. University of Washington has it’s own Foldit game, where students conducts scientific research to virtual protein folding. Then there is Urgent Evoke, which teaches social entrepreneurship. And lastly, there is Find the Future: The Game, which is a live game of library research and report missions. Each of these games call for critical thinking amongst students.
Now the next stage in higher education game design: “Should students be learning knowledge that is already known, or solving problems that nobody’s solved before?”