The benefits in the classroom are endless. Gaming allow students to enter worlds that would otherwise be impossible to visit. Gaming, simulations, and virtual realities allow students to go back in history, understand the complexities of running a major city or corporation, and so forth. Other benefits I see are increased student engagement, exploration, ongoing and responsive feedback, individualized instruction/learning, and motivation to explore beyond the limits of their abilities. Gaming, VR's, and simulations also stimulate conversation and discussion, allow for the exchange/share ideas and provides supportive and engaging learning environments.
In an article I read by Engelbrecht and Harding (2005), it stated that, educational literature reflects a paradigm shift linked to education and the web due to the, “anytime, anywhere promise.” They site authors who argue that, the paradigm shift should occur in the interaction between pedagogy. Teacher's play a very important role in the implementation of gaming in the classroom. Most importantly in order for gaming/VR's/simulations to be effective in the classroom, the teacher should consider the following:
- Be clear about the learning objectives that learners are intending to achieve over the course of the work.
- Use games appropriately. They do not have to be used in their entirety in order to achieve educational goals and stimulate motivation. Certain game aspects can be extracted or isolated from the game as a whole.
- Allow for sufficient time for both you and your students to become familiar with the game.
Three sites I visited
Gamequarium - an interactive site that has activities related to the core subjects. It is my belief that students up to 9th grade would benefit from this site, even though the site is geared towards K-6 grades. The math game I played was interesting; the concept was similar to "Who Wants to be a Millionaire" except you didn't get "lifelines" only three chances to get the right answer before the game was over.
Darfus is Dying - a narrative based simulation that from the players perspective must fight or negotiate against the enemy in order to protect the refugee camp. It appears the idea came from the war in Iraq and other foreign wars, like Pakistan and the Sudan. Although I'm no history buff, the simulation appears to be very interesting and helps make a difficult concept simple.
There - a virtual reality site that allows the user to use their imagination to the fullest. Since I'm not very imaginative, this site was a little boring and overwhelming for me. I think the site would be a great vehicle for at-risk students. Oftentimes these students have "wild" imaginations and no one taps into it, which makes it easy for them to join gangs and be a part of the wrong crowd.
This weeks assignment allowed me the opportunity to broaden and deepen my knowledge of gaming, simulations, and virtual realities. It also gave me some ideas for my dissertation and I will be able to share these sites with teachers in my building.
Hi Sandra,
ReplyDeleteI really liked a number of points that you made in your post. Perhaps most important to me was the assertion that games need not be used entirely; that parts can be extracted. To me at least Sandra, you understand that educators use technology as a means. I have read many Neo-Luddite critics who fear that technology will drive the curriculum and that educators and students will depend upon it as a substitute. I like that you stated that educators should use the tools available. Certainly a paradigm shift has been needed and we would be ignoring the very needs of our students' learning more efficiently and in a manner that encourages experimentation if we would choose to not avail ourselves of available tools.
I would offer that we could use these available tools to encourage students who are reluctant to communicate verbally in that tools are available which would build verbal communication skills. Such skills are essential and I believe always will be.
I hope that through your dissertation you will be successful in reaching the educators who feel trepidation in utilizing these amazing educational tools. I think that your enthusiasm for technology coupled with your passion for student engagement will make you a standard bearer for the continuing necessity to shift the paradigm!
Best,
Joe
Joe, you are too kind. I really appreciate your comments and ideas.
ReplyDeleteSandra,
ReplyDeleteI agree whole-heartedly with the points you hit on in your post. I agree that gaming can be a great classroom tool when implemented correctly. You touched on this in your discussion of the idea that games should be used appropriately and with clear guidelines. This is so important, as I can definitely see the danger where gaming might start to be abused. I thought your commentary here was especially intriguing-- "As an educator, I believe, scores, graduation rates, and participation would rise when we eliminate paper and pencil and use the technological tools available at home and school." I definitely agree that we need to strike a better balance!
Kerri