Much attention is paid to gamification in the context of how the latest technologies can help the modern education system. But can gamification technologies – usually just a distraction from learning – force young people to learn? This is a difficult question. After all, games are grade 5 math workbooks a tool whose effectiveness depends on how well it fits into the overall educational strategy.
In 2012, innovative educational technologies were developing so rapidly that it became simply unrealistic to ignore them. Such rapid growth allowed some people to call increased attention to innovations in education unnecessary, and the gamification itself – a “soap bubble”. And in order to prove the opposite, to change the ineffective school system and give our children the opportunity to be successful in the rapidly changing economic situation, we must act together.
Earlier I said that the future of education systems should be more influenced by businessmen, not by the state. However, in sight words 1st grade order to give our children quality knowledge, occasional projects by private investors are not enough – we need targeted innovations. And in order to identify such directions, we need to identify the weaknesses of traditional education: development of communication skills, weak practical knowledge, lack of motivation and outdated testing system. Of course, there are other aspects of the problem, but for now we will focus on these four.
Communication skills development
Modern educational methods are focused on applied knowledge and often ignore the development of personal components of professional success, such as leadership, communication skills and ability to cooperate. Gaming technologies allow harmonious development of communication skills together with traditional knowledge. Dr. James G., for example, believes that video games have everything necessary for optimal learning: effective motivation, clear goals, clear results and the opportunity to get feedback. In addition, G. also points to the ability of video games to train the most important qualities of the student by developing tactical knowledge, giving the right experience and explaining difficult points.
In an ordinary class it is extremely difficult to grow a successful businessman, and it is much more effective in business education to use the game format of training. I felt it when I received my MBA from Washington University – I took a course that was unlike any other. We played special electronic games that imitated building a real business – from the birth of an idea to turning it into a huge company. It was an extremely useful experience that developed communication skills within the business environment. The fact that, many years later, I, as the head of a large company, still remember those lessons, makes me ask: why isn’t this kind of training format generally accepted?
Historically, the development of communication skills at school was essentially a sports class – they were designed to give children something they could not read in books. But modern games can combine communicative and traditional knowledge. For example, we can create in World of Warcraft (which offers great opportunities for interaction between players) “Universe of Physics”, where students will have to find out together what it takes to fly to Mars.