Saturday, February 14, 2015

Gaming

Gaming can be an effective, engaging, and challenging way to contribute to the education of students as long as it is used correctly and fits the objective that is being taught. Not only can it teach content across the curriculum, but it can also teach a lot of other skills the students will need to be successful in school and beyond school in the real world. Examples of skills that students will acquire through the use of gaming is collaboration, working in teams, making decisions, taking risks in looking for objectives and goals, using scientific deduction, mastering and applying new skills, thinking strategically, and persisting and solving problems  (Prensky, 2007). For this reason, I think it is good to incorporate games into lessons where it helps reiterate concepts and includes other essential skills the students need to know. I have not up until now used any games or simulations in my classroom because I really have not looked into the topic until this assignment. It is definitely something I would like to try and see what my students get out of the experience.

Chalk House - Students become reporters that have to investigate the disappearance of the last family member of the Forrester family. The game focuses on improving reading and writing skills by engaging students in a mystery using a haunted house? What student wouldn’t want to investigate a disappearance in a haunted house? Not only are the students reading and writing, but the game also includes other elements of literature such as a story line and characters. Students will use a six step writing process that includes: prewriting, rough draft, peer editing, revision, teacher editing, and publication. This would be such more exciting for students than just sitting and listening to the teacher lecture about all the different parts of the writing process.

The Problem Site - This site helps with math practice. I have used in my classroom, and I like that it because it gives the different grade levels and content that can be found in math. This site has every topic imaginable and even gives word problem practice. Using a site such as this gives the students an opportunity to see how games can incorporate math. I usually have the students work in groups which gives them an opportunity to work together and help each other solve problems and go over anything they were having problems with.

Academic Skill Builders - Although these games may be geared more towards younger students, it still helps students practice content using a different means and gives them an opportunity to win or lose and to try again. These games can be played with other players which makes it even more fun for them.

“Beyond the generation-specific appreciation for gaming, advocates point to collaboration, problem solving, and communication as the main benefits of game-based learning. Students are engaged because they are motivated to do better, get to the next level, and succeed. Proponents also underscore the productive role of play, which allows for experimentation, the exploration of identities, and even failure” (Johnson, 2011, p. 18). I think this is a powerful statement and explains a lot of why gaming and simulations can benefit the students. It is a great way to teach on their level and to teach using something they are already familiar with. They can learn without knowing they are learning. I don’t think teachers give the students the opportunity to use gaming in the classroom because they are afraid that students will not be learning and maybe (like myself) do not realize how many educational games and simulations can be found. Although they may still be scarce, I do not think they are as scarce as they once were. The benefits of gaming and simulations can be found in students having goals, succeeding, failing and trying again, collaborating, socializing inside and outside the classroom, and following a story line and characters. What I found even more beneficial for students was that “computer simulations and virtual reality offer students the unique opportunity of experiencing and exploring a broad range of environments, objects, and phenomena within the walls of the classroom” (Strangman & Hall, 2013, p. 2). Being able to bring in the outside world without having leaving the classroom will give the students a much more worldly view of what is outside schools and their homes. They can visit and talk with others that are around the world. Most of the virtual reality and simulations have been created for math and science because both subjects lend themselves to this type of learning; however, the benefits can still spread across the curriculum. The Chalk House simulation that I chose to look at is a perfect example of a simulation that would help students with literacy. It is a great way to get students to understand the writing process as well as how to follow a story line and connect with characters in the text. Being able to situate students in environments and contexts not available in the classroom can assist in subjects such as social studies, English, and foreign language as well (Strangman & Hall, 2013, p. 3). Immersing students in environments and context outside of school is much more engaging than just reading or talking about content.

References

Johnson, L. A. (2011). The NMC Horizon Report: 2011 K-12 Edition. Austin, Texas: The New Media Consortium.

Prensky, M. (2007, March 9). Sims vs. Games: The Difference Defined. Retrieved from Edutopia: http://www.edutopia.org/sims-vs-games

Strangman, N., & Hall, T. (2013, October 22). Virtual Reality/Simulations. Retrieved from National Center on Accessible Instructional Materials: http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simulations#.VN_Zj_nF_a4

1 comment:

  1. Betsy:


    Very thorough blog on the subject of gaming. We agree on many of the same points, and we even used the same quote from the Horizon Report listing the benefits of real world skills gaming teaches us. I agree with your assessment wholeheartedly on underestimating the number of educational games out there until this course opened my eyes to so many new skills associated and the advanced nature of the games today, especially in the simulation and AR realms.

    What I found most intriguing about your blog was your indicating the minimal use of gaming in your own classroom and thought that maybe other teachers were not aware of the types of games and potential use to reiterate the concepts. I wondered to myself how many teachers were aware of these game sites we reviewed, or if there were training opportunities for teachers to become aware of the latest technology and trained on the proper way to incorporate these ideas into their lesson plans. I would guess, from at least your response, that many schools do not necessarily train their teachers on these kind of things. I wondered if teachers would think parents wouldn't find it "teaching" if they used games in their class. I can't imagine how busy teachers have time to keep up with so many of the changes in technology today. Perhaps that is something that needs to change so everyone has the opportunity to take advantage of new educational tools.

    I also reviewed some of the same game sites you did and was impressed with the advancements in technology. The Arcademic Skill Builders was one I enjoyed and could really see students getting motivated to play. I didn't review Chalk House in my blog, but liked the site. I am a mystery/puzzle solver myself so I am sure students would love to complete the mystery and learn in the process. The Problem site would be one that I would normally think of as educational sites used in classrooms and again, would be one I would find fun.

    All in all, I loved your blog and can see we both got a lot out of this week's class assignments. I hope you are able to incorporate more gaming into your class and would be anxious to see which ones you would choose. I would also be interested in how it goes for you and your students!

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