Wednesday, February 5, 2014

Gaming


What do I think about gaming in the classroom?


I think that education is the most successful when the student buy-in and engage in the learning materials; this helps to facilitate a level of understanding that promotes their abilities to recall and use information later.   Prensky (2007) stated that “games, unlink traditional school study, also offer students be-a-hero goals that encourage players to persist in their efforts,” and that “the newest ‘complex’ games offer scores of hours of challenging problems of great complexity and sophistication—often much harder than schoolwork—that a player typically has to learn many skills to solve.”   The benefits of gaming in the classroom are enormous and although it does take some work on the part of the educator to tie them into the lesson plans as well as evaluation of the message the games are sending, the outcomes are worth the work.  “Research and experience have already shown that games can be applied very effectively in many learning contexts, and that games can engage learners in ways other tools and approaches cannot” (Johnson, Smith, Willis, Levine, & Haywood, 2011, p. 22).   Johnson, et.al, supports that games “enhance skills in decision-making, innovation, and problem-solving” which are huge areas of higher order thinking skill development that are often missing in the standard curriculum due to the fact that they cannot be assessed by or for standardized tests.    Online games also offer the opportunity to develop and engage in research skills, “writing, collaboration, problem-solving, pubic speaking, leadership, digital literacy, and media-making” (2011, p. 23).    When these types of activities are part of the curriculum, they become an integral part of the educational experience and offer a real opportunity for student buy-in into their education. 

Along the lines of gaming for education, there are also virtual reality and computer simulations also emerging as educational tools. Computer simulations and virtual reality offer something to students that have never been imagined before: the ability to have “hands-on” experiences with concepts and models.  These technologies offer the ability to get up-close and personal with objects that they can’t in real life such as historical figures, foreign lands, and things as simple as atoms, molecules, and bacteria for learning.   Augmented reality is an amazing technology that allows for visual and interactive learning.  It is an active technology that allows for learning and assessment and engages students in virtual interactions that bring objects too large or too small to a scale that can be manipulated in the student’s personal space (Johnson, Smith, Willis, Levine, & Haywood, 2011, p. 17).  This technology can be used in many areas of education, including chemistry, geography, and history. 

Several websites offer a variety of educational games that would be really excellent curriculum additions.    Knowledge Adventure offered several unique opportunities to engage students in learning activities.  “Bouncing Letters” was one of my favorites, it engages student in vocab/spelling practice as well as critical thinking and strategy.  This game is set up so that players can make word combinations using the letters the game provides, so it would be hard to use it on a specific vocab lesson because it doesn’t let the player choose which letters to use, but it does get the player to form words and use strategy to beat the levels.   “Math Man” is another pretty awesome game that is similar to old school Pac Man that engages students in math skill development.  The player eats a “?” and then has to eat the ghost that solves the question.  It is again a game that engages the player in strategy to eat the “?” first and then only eat the right ghost.    This site offers a variety of games in a variety of genre’s appropriate for elementary school aged students.  Some are better done than others, but the majority is educationally based.   One of my favorite simulation sites was the 3rd World Farmer game. It was so simple, but taught such an important lesson on economics, strategy, budgeting, and real life issues that I could literally not stop playing it. The graphic and interface itself could use some upgrades, but it provides such amazing lessons in a simple way.  Another worth mentioning is the Game Classroom  site. This site has a variety of resources for grades K-6 that are educational and engaging, but that aren’t what I think of as “games” in the traditional sense; however, still beneficial. 


References:
Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.

Prensky, M. (2007). Sims vs. games: The difference defined. Edutopia: What works in education, Retrieved from http://www.edutopia.org/sims-vs-games

1 comment:

  1. I would like to say that I agree 100% with you when you say education is the most successful when the student’s buy-in and engage in the learning materials. This is very true. Just by having games in the classroom or different types of technology, curriculums, videos or even my delivery will not make kids buy-in. It is how I can incorporate myself into the classroom with all of the previously mentioned while knowing my students well enough to choose how to implement the things I need to. Education is quite the fussy profession at times, but worthwhile.

    You made a valid point while quoting Prensky (2007), much as I did in my own blog. Gaming in the classroom gives students something that no lesson, or one that I have yet to teach, the encouragement to persist in their effort to win. When I practice for the OAA tests in class, teaching testing strategies and answering extended response questions, and the period is over, boy do those binders close in a hurry and out the door they go. But when they are in my room for interventions, and it is someone’s turn to get on the computer, I have to practically pry their little fingers off the mouse and boot them out! For this reason I need to make sure that the games they play in my classroom have a purpose/objective that I can rationally match to something we have worked on in class or a skill they may need. That way, when their borderline obsession sets in, I don’t feel so bad about it. I know they are actively engaged in learning.

    I did not try any of the games you explored this week. I was afraid that if I attempted to play around with them I would get hooked as it sounds like you did. Then of course my blog response wouldn’t write itself. Check out my blog if you have the chance, there is a McDonald’s game that I found rather interesting. Odd, but interesting. In this game you can really manipulate your own McDonalds franchise from the farming to customer care!

    Wow. Some of those virtual and augmented reality games were amazing. To think that we can have those hands-on experiences with things we will never actually get to grasp in our hands, is very powerful. The nurse training really stuck out to me. I have to appreciate the “real life” practice students can get without seriously hurting someone. This could never replace the actual experience of working with a patient and diagnosing them first hand. That would be like me only ever talking about how to teach a lesson to a classroom of 35 students but never experiencing it. But it will definitely give them the opportunity to problem solve and to put in play some of those techniques that they may have only read about before.

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