
So I posed this question to mine the intuition of educators who feel that games help students learn. I asked them to choose the top 5 features necessary to make a game that is both fun and educational. I knew I'd get a wide variety of responses, but I hoped the "cream" to rise to the top.

I recently discovered the research of Dr. Danielle McNamara regarding the reading comprehension program iSTART. iSTART is a digital reading program that has been shown to be successful with helping students improve their comprehension skills. The only problem with iSTART is that students quickly lost interest. The program was tweaked by adding gaming elements. Some elements distracted from student learning, while others made students pay more attention. The final product, iSTART-ME, include the most beneficial gaming elements that heightened student interest while not detracting from student learning.
This kind of motivation, or engagement, I can get behind. When there are skills students need to master, and the only means of mastery is practice, and practice can get a little boring at times...bring in the carrot. Isn't that what we all do when we attempt to start a new habit or make changes?
Would you like a carrot? Check out Daily Feats! It is a site where you can earn points for doing those little things you know you need to do but just need a little motivation to do. Ok, it's not as motivating or engaging as a game. It is just one example that shows we gravitate toward experiences that give us some sort of reward or that respond to our actions in a positive way.
There's more I want to say about the survey I did with educators about games, but this is enough to chew on for today. You'll see more about this in future posts.
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