Saturday, February 14, 2015

Gaming

Using Gaming in the Classroom

What do I think about gaming in the classroom?  I thought of gaming as primarily electronic which is not the case.  It can be a paper and pencil word search to up to "massive multiplayer online", or MMO (Johnson, et al, 2011).  Before looking at this week's readings I have not really thought much about using games to help students learn.  I thought there was very limited use of them, at least the electronic ones, as a learning technique.  One reason for this thought is the lack of technology in classrooms to support the use of gaming for learning.  Many schools do not have iPADs, mobile phones or other electronic devices needed for gaming.  However that is changing.  Several schools around where I live are starting to supply iPADs or MACs to students.  Most students love gaming but for fun but not classroom education.  Since gaming is something they are so familiar with it would be great to integrate it into lessons that will motivate them to learn.   In the NMC 2011 Horizon Report it is stated that proponents of game-based learning think it supports collaboration, problem-solving and communication (Johnson, et al, 2011).  The report mentions that research on consumer games has found what makes games appealing and engaging for different ages and genders.  The report also says that the qualities that make games appealing can be transferred to games featuring educational content (Johnson, et al, 2011).  Students spend a lot of time now playing video games outside the classroom so I think it is important that they be used with other learning techniques and not be the dominant method used by instructors.  Gaming has a lot of potential as a classroom tool though, especially if students are closely monitored to make sure they are learning.

Some of the gaming sites I looked at include:

Virtual Cell, www.wowiwe.net

This is a simulation where students travel through the interior of a cell and try to identify the organelles inside using biological assays.  They use an assay or test to encourage using the scientific method in identifying an organelle instead of just guessing.  The test may involve looking for an enzyme associated with that organelle.  There are many steps used to correctly identify an organelle and students can get help if they give incorrect answers.  I liked this game but there are concepts students obviously would need to be introduced to before playing.

Dumptown, http://www.epa.gov/recyclecity/gameintro.htm

In this simulation the player is the City Manager who helps people reduce waste, use less energy and reduce costs.  The manager encourages citizens and businesses to recycle, reduce waste, keep track of total waste, and manage the costs associated with recycling and waste disposal.  There are many steps that may be taken and costs associated are shown so it gives students a chance to evaluate the steps taken.

Planet Dinosaurhttp://www.bbc.co.uk/programmes/articles/54wHG51QS1CjVJX2fS97Txq/planet-dinosaur-game

Students get a chance to raise a dinosaur by choosing its habitat and food, helping them avoid extinction.  I think it is a good basic site where students learn about habitat and survival.  If students choose incorrect habitats or food the dinosaur does not survive.

All of the games I chose above are simulations. In an online article about gaming, Marc Prensky indicated the newest games encourage persistence through practice, offer quick decision making, action, feedback and reflection that is the basis for learning, www.edutopia.org/sims-vs-games.  The article also stated that games or simulations may be a better learning style for some students and they loose that normally short attention span when playing games.  Gaming has a place in classrooms and as evidence continues to grow showing its benefit it can be a useful motivating tool for learning.

References

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







  








1 comment:

  1. Sue,

    I like the fact that you picked out the issues associated with students' attention spans during class. Personally, I enjoy playing video games and agree with the information provided about a reduced attention span during class but that issue not happening when playing a game. I see this happen with my two children as well. Both of my boys can play on their tablets and other games, some being educational and some are purely for fun, while being oblivious to the things happening around them. I have found that students are easily distracted by their phones or other electronics that they may have brought with them to class. I do allow for students to use these during class to bring up presentations, take class notes, or look up other information relevant to the classes. I agree with you that gaming has a place in the educational classroom setting as a learning tool.

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