Game-Based Learning: Pros, Cons & Implementation Tips for Educators
Gone are the days of textbook-only learning. As an educator, you’ve likely experienced firsthand how challenging it is to meet the needs of different types of learners — all while trying to keep student engagement high.
Game-based learning is one teaching strategy that’s growing increasingly popular to help students achieve their learning objectives. Especially as:
- Students are becoming tech-savvy at an younger age
- Educational technology companies are developing more products
And rightly so. In a 2018 study, researchers found “evidence that the use of educational games could support and increase the mathematics learning outcomes.” Another 2018 systematic review of game-based learning highlighted research that found “educational games play a successful role in terms of both a better understanding of the course content by the students and the participation of the students in this process.”
Since then, the amount of research on game-based learning has continued to soar.
Digital game-based learning keeps students engaged with educational content and can improve their overall success at school. In fact, 74% of teachers have now implemented digital game-based learning into their lessons
Below, we’ll dive into what game-based learning is, the benefits and drawbacks, as well as types of game-based learning educators like you can use every day.
What is game-based learning (GBL)?
Game-based learning is a teaching method that uses the power of games to define and support learning outcomes.
A GBL environment achieves this through educational games that have elements such as engaging gameplay, immediate rewards and healthy competition. This can make students’ motivation to learn soar.
The great thing about game-based learning is everyone can reap its benefits, from preschool all the way up to post-secondary education and beyond. Where and how doesn't matter, either — students can learn:
- With online games
- In person with physical objects
- Independently or as part of a team
Game-based learning vs. Gamification
If you're experienced with GBL, chances are you’ve come across the terms “gamified” or “gamification.” And while they’re similar, the two applications are quite different.
In game-based learning, teachers incorporate learning activities through games to refresh old concepts or solidify new ones.
Using the increased knowledge that today’s students have of gameplay, teachers can create exciting learning environments that increase student engagement.
Gamification is about bringing aspects of game-design into the learning process. This includes features like:
- Earning badges
- Using points systems
- Getting on leaderboards
- Collecting other rewards
However, the biggest difference between game-based learning and gamification is its application in non-game settings.
Example: Game-based learning vs gamified learning
Here's an example to illustrate the differences between GBL and gamified learning:
Scenario: Teaching mathematics to students in 3rd grade.
- Game-Based Learning: You would use an application like Prodigy Math. In this game, players explore a fantasy world where they complete quests, take part in magic battles and collect in-game "Pets". To progress, students must answer standards-aligned questions set by their teacher.
- Gamified Learning: Students earn points or badges for completing problems or math worksheets for third graders. A leaderboard could be used to track progress and create a sense of competition.
Digital game-based learning (DGBL)
In an increasingly tech-filled world, DGBL takes things one step further and harnesses technology to help make game-based learning even more engaging and effective.
DGBL offers a balance between in-class lessons and educational gameplay. Teachers introduce students to new concepts and show them how they work. Then students practice these concepts through digital games.
A good DGBL platform should seamlessly track progress as students work through subject matter and help identify where students are excelling, as well as where they need support.
Types of digital games
How do we differentiate games that are appropriate for helping students learn in the classroom from those that are used purely for entertainment? Researchers have classified games into two categories:
- Video games — Games designed for pure entertainment.
- Serious games — Games designed to teach or help students practice specific skills or content.
While intended for fun, certain video games can be shifted to teach different skills — bringing them into the realm of serious gaming. On the other hand, serious games can incorporate elements of video games to make them more entertaining and engaging.
There is a distinct balance that needs to be reached between these two types of games, to create something educational and fun for students.
Is DGBL effective at school?
Integrating DGBL is easy enough with the software available today, but is it the right move for your students, class, and school?
Several studies have looked at this question and the overall conclusion appears to be —YES!
Research shows:
- Improved engagement with DGBLand students having more motivation to complete school work.
- 93% of class time was spent on task when using game-based learning, compared to only 72% without it.
- Nearly 71% of teachers using DGBL report that games have been effective in improving their students’ mathematical learning.
When students fall behind — especially in cumulative subjects like math — they can lose confidence in their abilities and develop things like a feeling of anxiety. DGBL helps combat these pain points by pinpointing strengths and weaknesses and letting students practice at their own pace.
DGBL platforms offer many tools for educators to take advantage of — they just need to be implemented and used effectively for positive results to take hold.
Example of DGBL: Prodigy Math
Prodigy Math is an engaging, standards-aligned, digital game-based learning platform that checks all those boxes. Success in the game requires students to correctly answer math questions which adapt to their learning needs. And the game even gives you the ability to differentiate what your students are learning!
Educators, get full access for free
Combined with your teaching style and continued lesson plans, you’ll likely have a lot of success when you implement digital game-based learning in the classroom.
Traditional game-based learning
GBL wasn’t always digital, of course. Take formative, non-digital childhood games like Simon says or Duck-Duck-Goose, for example.
Teachers can pepper the traditional learning environment with games like these to help teach students how to understand classroom rules, the importance of paying attention and to improve motor skills.
Top benefits of game-based learning
Some educators and researchers are skeptical of the benefits of game-based learning.
However, studies continue to show that games can positively impact things like students’ math and language learning in many ways. Game-based learning:
- Helps problem-solving — Game-based learning can help students understand causation, use logic and grow their decision making skills to become great problem solvers. These skills easily translate into ones they can use in life outside of school.
- Encourages critical thinking — Research has shown that GBL can improve students’ critical thinking skills, including ones that help them collaborate with others and reflect on their own past experiences.
- Increases student engagement and motivation — A 2019 research paper found when teachers incorporated digital game-based learning elements such as feedback, choice and collaboration into their instructional design, students become more engaged and motivated to learn.
- Introduces situational learning — Learning doesn’t only occur in our heads; in fact, it’s a fundamentally social process. Proposed in 1991 by Jean Lave, anthropologist, and Etienne Wenger, a computer scientist, situated learning helps students understand new concepts in the context of their social relationships.
- Addresses special education needs — GBL positively impacts special education classrooms, too, according to this 2020 literature review. Researchers found that for students with individualized education plans, “game-based learning is a must to help guide instruction, create a positive environment, and generate academic success… [And students] with autism [are] more successful and motivated when using computerized games for academic lessons.”
Potential drawbacks of game-based learning
As we mentioned above, not everyone is convinced of game-based learning just yet. GBL was never meant to replace teachers and traditional learning. Instead, its goal is to improve it.
Depending on your personal teaching approach or a student’s individual learning style, there can be drawbacks to game-based learning including:
- Students get too much screen time.
- Games aren’t always created equally.
- Games can be a source of distraction.
- There can be a technology learning curve.
- GBL doesn’t replace traditional learning strategies.
- Games are not always aligned to teaching or learning goals.
Researchers still have much to study about GBL and, if not implemented effectively, teachers and students can have a poor experience.
However, we hope resources such as the one you’re reading now help empower educators and students alike to benefit from game-based learning — in school and beyond!
7 Types of game-based learning
Exploring the world of GBL will open the door to many types of games available, whether you teach pre-kindergarten, elementary or high school students.
Here are some of the most common digital and traditional game-based learning examples.
- Card games — Card games use a traditional or game-specific deck of cards. “War” is a traditional card game that can have a mathematical twist. Check out our list of classroom math games to learn about more card games.
- Board games — Board games are played on a board that usually involves the movement of pieces. Chess and checkers are popular ones, but there are hundreds if not thousands of board games for kids to learn with.
- Simulation games — Simulation games are designed to closely simulate real-world activities. Simulation games can teach about business and finances, the environment, product production and many more real life processes.
- Word games — Word games are typically designed to explore the properties of language or the ability to use a language itself. Scrabble is an example of a traditional word game, while the app Words With Friends is a more modern one.
- Puzzle games — Puzzle games emphasize puzzle solving through one’s use of things such as logic, word completion, sequence solving, as well as spatial and pattern recognition. For example, Sudoku and 2048 are popular math puzzles.
- Video games — Video games are electronic games where players can manipulate what appears on the screen with, for example, a joystick, controller or keyboard. A couple that might pop into your head are the decades-old classic Pac-Man, or, more recently, Fortnite.
- Role-playing games (RPGs) — RPGs are games in which players assume the role of imaginary characters who engage in adventures. A popular fantasy tabletop RPG is Dungeons & Dragons and was first introduced in 1974. Prodigy Math is also a massively multiplayer online role-playing game (MMORPG) where 1st to 8th grade students go on exciting adventures and correctly answer curriculum-aligned math questions to progress.
Of course, the types of game-based learning you choose to use may depend on the students you are teaching, what you want them to learn and what resources you have available. But you have plenty of options if GBL is something you want to try this year!
How game-based learning drives a strong learning experience
Do you remember the first time a new concept finally clicked after learning through play? Maybe you experienced something similar as a student or in an effective professional development session.
If you have, you recognize the power game-based learning can have on one’s personal learning journey. As a company rooted in game-based learning, we witness it every day: students who play Prodigy Math develop a love of math that wasn't there before.
Whether you’re planning to apply game-based learning to in-person learning or e-learning, do so with an open mind. You may be surprised how much you — and your students — love game-based learning.
3 Successful case studies of game-based learning in action
1. Prodigy Math helped bridge learning gaps in West Haralson Elementary School
When educators at West Haralson Elementary School used Prodigy, they reported many benefits, including:
- More engagement in student learning
- Better support in spotting and solving learning gaps
- Better academic outcomes in grade level performance
Hear more from the educators themselves below:
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West Haralson Elementary School isn’t the only school that has seen success with Prodigy. For even more school district success stories check out:
2. Game-based learning vocabulary acquisition
Higher education is known for being slower to respond to technological changes, but there might be some promising news for instructors at this level.
In a recent 2020 study, an educational video game, named 'Programmer Adventure Land', was created to improve college students' understanding of computer programming. Using a problem-based strategy, the game served as an innovative courseware that aimed to make learning more engaging and effective.
The findings of the study were quite promising. The problem-based approach used in 'Programmer Adventure Land' not only improved students' enjoyment and motivation but also boosted their satisfaction with learning.
Most significantly, the study suggests that such interactive game-based platforms can be an effective teaching tool, especially for challenging subjects like computer programming. It indicates that leveraging the power of games can greatly enhance the learning experience.
3. Quizziz boosted vocabulary acquisition
In a 2023 study involving 69 eighth-grade students learning English as a foreign language (EFL), a digital game-based learning tool, "Quizziz," was used to test vocabulary acquisition skills. Similar to the popular Kahoot game, Quizziz has a quiz-style approach embedded in its game mechanics.
For this study, the students were divided into an experimental group, which used Quizziz for vocabulary practice, and a control group, which practiced vocabulary traditionally in their native language.
The results showed that the experimental group notably outperformed the control group, demonstrating the effectiveness of digital game-based learning.
The students expressed positive views about this approach, noting that game elements like power-ups, competition and instant feedback boosted their motivation to learn. Hence, digital game-based learning has been targeted as a way to boost foreign vocabulary acquisition in foreign languages.
Add Prodigy Math to your digital game-based learning toolset
Prodigy Math is a game-based learning platform for 1st to 8th grade. In this fantasy-inspired game, students are magical wizards who complete quests and take part in thrilling wizards battles. To progress in the game, students answer standards-aligned math questions set by their teacher.
Prodigy Math includes a teacher dashboard with features that let teachers tailor content to their teaching, curriculum and individual student needs. They are also able to get insightful data reports on how each student is progressing, ideal for spotting gaps in knowledge.
In an open letter titled "The Road Ahead: An EdTech Leader’s Thoughts on Going Back to School", our Co-CEO and Co-Founder Rohan Mahimker shared three ways Prodigy can help support educators, parents and students alike:
(Quote) Because it’s online, adaptive and highly engaging, Prodigy’s math platform is ideally suited to help parents and teachers ensure their students are learning math in either an in-person, virtual, or hybrid learning environment.There are three product attributes that I’d like to highlight here which can help in either scenario: world-class student engagement, easy assessment and remediation, and a shared data set between home and school.
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