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April 3, 2015

Final word on games for learning

Filed under: Uncategorized @ 4:16 am

Kloper (2008) states “games not only can motivate students and provide a rich learning environment.” Use of learning games and simulations increased interest, engagement and attendance in face-to-face learning. Kloper also states “handheld games afford great potential for learning” and “handhelds are not the silver bullet to save education.”

Kolb states she found both pros and cons for using games in the classroom. She recommends using gamification software programs designed for tracking progress, awarding points and so on. This created quite a change. The majority of her students accomplished a lot and their focus changed from ‘what do I need to do to get an A?” to engagement with the information because they could choose their own quest. The negative aspect was that some found they had too many choices and floundered a bit before they found their goal.

In his book on games and education Felicia (2001) states video and computer games have been used for quite a while. There is a new train of thought that affective or emotional learning can be accomplished as well with this arrangement. This would be useful in the health care field as the focus becomes one of a person-centred approach to care instead of a task oriented approach.


Felecia, P. (2011). Handbook of research on improving learning and motivation through educational games:Mutidisciplinary approach. Hershey, PA, USA.

Klopfer, E. (2008, May). Augmented learning: Reseach and design of mobile educational games. Cambridge, MA., USA.

Kolb, E. (2011). Epic fail or win? Gamifying learning in my classroom. USA.

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