Two problems or challenges associated with game-based learning include cost and how to handle competition in the classroom. With virtual games and simulations needing their own mainframes, and special interface equipment, it was too expensive to use in K-12 classrooms. Through the success of game-based simulations in the military and healthcare industries there are now “games that focus on if-then, choice-consequence learning typically run on standard PCs, [that] require no expensive peripherals, and can be downloaded and installed in minutes” (Trybus, 2012). Many educators are concerned with the competition element of games and whether or not their students can handle it. “Using games for learning requires the same priorities we already employ for formal assessment: fairness and relevance of the score to learned material” (Starting Point, 2012). Educators can find ways to reward students that is not based on the highest score and everyone can get a prize, but the highest score can make their choice first. (Starting Point, 2012).
The website I found compared traditional learning to hands-on and game-based learning. http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
In figure 1, the comparison shows the benefits of game-based learning over just using traditional learning or hands-on learning. There is a time and a place for all types of learning, but game-based learning can benefit students by giving them real-life experiences and they will be able to apply what they have learned.
References:
Starting Point. (2012, August 24). Playing fair.
Retrieved from Starting Point Teaching Entry Level Geoscience:
http://serc.carleton.edu/introgeo/games/competition.html
Trybus, J. (2012). Game-based learning:
What it is, why it works, and where it's going. Retrieved from New Media
Institute:
http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
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