To what extent do simulation/RPG games benefit elementary education, and should it/ how should it be implemented?
When it comes to the topic of Game-Based Learning (GBL), most readily agree that video games are more effective at engaging students and applying the knowledge being bestowed. Where this agreement usually ends, however, is on the question of its overall effectiveness compared to a traditional classroom teacher based learning style. While some are convinced that GBL successfully engages all students far beyond that of any traditional classroom setting, and should revolutionize the outdated education system, others believe that only certain subjects and demographics benefit from GBL.
I am trying to learn about the future of Game-Based Learning because I want to find out how video games can benefit the player in an educational setting, as well as whether the GBL setting is more effective within the classroom as opposed to the traditional classroom/lecture based educational setting in order to illustrate the potential beneficial influences and impacts the video games that have overrun the younger generations entertainment.
GBL is a very broad topic that spans many different areas of education, from elementary, to medical training, to just an overall field training for different occupations. Education is not a “one size fits all” topic, and because of that, when it comes to the topic of whether something of the education system should be changed, there is always gray area. People benefit from different styles of learning so how can GBL be utilized most effectively to benefit the largest amount of students.
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