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According to Ingwerson, game- based learning is using a game as part of the learning process,

while gamification is turning the entire learning process into a game (2017). Wright discusses
how the very nature of learning through failure and mastery in games naturally lends itself to
developing a growth mindset (2019). She further states that research around game-based
learning shows a correlation between motivation, engagement, complex problem solving and
other social and emotional skills (2019).
Game based learning has been fully embraced in my home and my school district. While
games do not replace actual instruction from a live teacher, they can be great supplements to
instruction for many kids. I have found that many students are more willing to engage in
learning if they think it is a game. My district currently uses programs called Lexia and
Dreambox as a part of small group and asynchronous instruction. Lexia is reading program and
Dreambox is for math. The children are assigned lessons within the program and specific skills
are targeted based upon student performance on the game tasks. Most children in my school do
not have any problems meeting the required 40 minutes per week for Lexia and Dreambox. Kids
play math and/or reading games and progress along a path. Once they complete a section, they

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receive a certificate. I also love using ABCMouse.com with my preschoolers. My students loves

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the cartoony games and songs, while I love the fact that they are learning. ABCMouse also

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offers free accounts for teachers and then students can access the account from home to extend
their learning. While I do not think game based learning should be done in isolation, I do feel

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that it is a valuable teaching tool and I do think children can learn from just the game. While
ABCMouse is a game, it is also a complete curriculum and years of research has gone into the
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pace and content of the learning material. If the game was the only access a child had to any
type of education, I believe that regular use of ABCMouse could teach a student to read and
count.
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Educational games are becoming more and more popular lately and teachers are increasingly
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reaching for materials that can be utilized for asynchronous learning. Wise game developers
should be reaching out to educators to partner up to create engaging, content rich games. I do
not think there should be a competition amongst the two when a partnership could potentially be
of great benefit to millions of the children. According to commonsense.org, playing games is a
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surefire way to engage students, but making games can be just as absorbing. Game design and
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development builds art, math, and coding skills, and offers students an outlet to show what they
know (2020). Again, why compete, when we can include STEAM in such a unique way?
References:
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Game-Making Tools for Schools. (2020, January 22). Retrieved September 24, 2020, from
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https://www.commonsense.org/education/top-picks/game-making-tools-for-schools
Ingwersen, H. (2017, May 31). Gamification vs Games-Based Learning: What's the Difference?
[Web log post]. Retrieved September 24, 2020, from https://blog.capterra.com/gamification-vs-
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games-based-learning/#:~:text=The%20short%20answer%3A%20Gamification%20is,part%20of
%20the%20learning%20process.&text=Serious%20games%20and%20gamification%20are,
%2Dbased%20thinking%20and%20techniques.%E2%80%9D

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Wright, C. (2019, January 22). Game-based learning vs Gamification: What's the Difference?
[Web log post]. Retrieved September 24, 2020, from https://blog.mindresearch.org/blog/game-
based-learning-vs-gamification

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