What is game-based learning and how can it benefit your students?

Why use games within education?

A secondary student looking at another secondary ages student with her hand on a computer mouse.

For over fifty years, digital games have become an increasingly prominent part of our lives, and their potential in the classroom has grown.

Games, and play more generally, are powerful learning tools that encourage new forms of engagement, enable students to explore new situations, and provide a fantastic context for collaboration and creativity.

This is because games promote a different kind of participation in people; one that is often voluntary, creative and free.

If this is new to you as a teacher, even if you have experience of playing games yourself, this article will demystify game-based learning by focusing on its key benefits and some considerations to take into account for those using games in their teaching.

A secondary student looking at another secondary ages student with her hand on a computer mouse.
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How digital games can support learning

Digital games can support learning through both their themes and mechanics.

  • Themes allow students to explore different contexts that they cannot experience in other ways, for example a specific historic period, a distant geographical area or a scientific experiment that poses risks.

  • Mechanics are how students interact with this context, and can encourage students to develop and apply skills and knowledge. For example, a resource management mechanic can help students to understand the impact of making difficult decisions in a complex system.

What is game-based learning?

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What are the benefits of game-based learning?

Games provide a safe space for experimentation and failure which students might not get elsewhere.

The benefits of game-based learning with students include:

  • increased engagement
  • enhanced collaboration
  • the development of a sense of creative agency

Explore more of the benefits in the film below.

Why use game-based learning?

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Using games in primary schools

In primary settings, games are a powerful way to explore new topics and to engage pupils in collaborative, creative ways. Younger children are used to learning through play, so digital games can capture this sense of playfulness and channel it towards specific learning outcomes.

Watch this film to see teachers’ and pupils’ reflection on using games in the classroom.

Video: Case study

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Using games in secondary schools

In secondary settings, the focus of game-based learning can shift. Games might go deeper on subject specific skills or focus on revision and application of prior knowledge in anticipation of exams.

Having said this, play is a useful tool for learning, even into adulthood, and using games can also be a way to reconnect older children with the ways of learning through play that they may have encountered at primary school.

Video: Case study

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Considerations

  • Games need to be taught. As mentioned above, it's easy to assume that children and young people are ‘digital natives’ who will have a naturally affinity for video games. However, digital play is a literacy in its own right, from understanding how to use games controls, to interpreting instructions on screen. Good games will successfully teach players how to play them, but different children will have had different prior experiences with games and these cannot be taken for granted. Give your pupils time to learn the game before they learn from the game.

  • How does the game align to the curriculum? Games are powerful tools that can bring subjects to life, but it is worth noting how each game links to your curriculum so that you can maximise its potential in your teaching practice.

  • Games aren’t just for subject-knowledge and engagement. Sometimes the benefits of games are much more simple than their complexity might suggest. Young children can develop fine motor and coordination skills through gameplay, and older children might develop time management skills and confidence as they build their digital games literacy.

  • Games can cost money. Some commercial games come with an additional cost to play which needs to be considered. Free games, on the other hand, are often supported by advertisements, which similarly need navigating carefully with children. It’s worth exploring platforms like Bitesize where games can be accessed for free without adverts.

  • Games use data. Online games may come with the requirement to create user accounts and/or log in, especially if they track progress over time. Be aware of the ways in which websites hold and manage user data and make sure that you’re comfortable with this, both for your pupils and yourself.

  • Games can’t fix everything! Not all pupils will engage with a game, and some will get more out of playing games than others. Make sure the ‘problem’ you are addressing by introducing games to your classroom is one that can be solved by games. Alternatively, try not to focus on the problem in the first place! Injecting play into your practice can often lead to unexpected outcomes, and if you’re willing to embrace the unexpected games can be incredibly powerful for your professional practice too.

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BBC Bitesize games

There are lots of excellent games out there offering a range of experiences. The advantages of BBC Bitesize games are:

  • They are aligned with the curriculum, covering a wide range of subjects.
  • They have been specifically designed to engage learners of all abilities, ensuring both enjoyment and educational benefit.
  • They are advert free so the students can play uninterrupted.

BBC Bitesize offers a variety of games for primary and secondary school children, which they can play at home or in school, either independently, collaboratively, or with support.

Coming soon: BBC Bitesize is launching an educational experience for 11–14-year-olds on Roblox – find out more here.

Primary games

Bitesize Primary: Games

Primary games

Secondary games

Bitesize secondary: Games

Secondary games
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