Game Development Reference
In-Depth Information
introducing the gaming aspect could help motivate some of her special needs
students as it was something that they were comfortable with and it was
something that they already understood or could identify with in their lives.
Throughout the talk, I could see the gears turning. There are probably a lot more
ideas that left the room that day or have been developed since eTech Ohio.
I discovered that the gaming concept in the classroom was not only useful but
also fun. Students had something different from their traditional classroom
settings and by offering experience points, leveling up opportunities, and
creating avatars, it all promoted the key intrinsic motivation factor.
Intrinsic Motivation
During my research in finding gaming techniques for classroom use and from
preparing my eTech Ohio presentation, I came across an online book by Edward
Vockell, Ph.D. called, Educational Psychology: A Practical Approach ( http://
education.calumet.purdue.edu/vockell/edPsybook/) .
In the topic, Vockell lists five different factors that encourage intrinsic motiva-
tion. These factors are challenge, curiosity, control, competition and coopera-
tion, and recognition. Intrinsic is the key motivation factor that a teacher can
help instill in a student.
If a student has intrinsic motivation, it
s huge. That student studies because he
or she wants to and realizes its importance. That student wants to do well in
school, realizing the opportunities of hard work in the classrooms. And that
student will read because he or she realizes it is beneficial or even enjoyable
when researching or learning about a new topic.
'
If you take a look at these five factors and then look at Sheldon
s gaming
concept, you start to see the potential in his methods. Challenge is about setting
goals and working toward those goals. So, having the experience point chart,
completing quests, and beating bosses all cover the challenges needed. As for
curiosity, introducing the gaming concept itself stimulates the learner
'
s interest.
When I introduced options and choices for students when choosing their
crafting activities and quests, it was to help students feel in control. By giving
the students choices, they had more control over their learning or reinforcement
on the materials covered in the class.
'
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