In the age of the Digital
Natives where students understand
the value of digital technology and use Information and Communication
Technologies (ICTs) ‘to seek out opportunities for implementing it with a view
to make an impact’ it is vital that pedagogies follow this evolution.
(Wikipedia, 2012) Through lengthy discussion and presentations revolving gaming
in education, I found a point of interest: How can I include gaming within my
classroom? I had the belief that yes, gaming in the classroom would engage my
students immensely, but just how can I make it classroom worthy and
educationally challenging?
The
Key Learning Area of Science has the potential to integrate gaming to increase
both understanding and application of knowledge. ‘Quest2learn’ is a science based online game
that enables students to assist the immune system in fighting illness. Rather than reading a textbook about the
human body and bodily functions, students are able to learn this knowledge
whilst applying to a real-life situation, which provides an education superior
to the traditional (Curtis, 2011). Not only do the students get the opportunity
to apply their knowledge (Bloom, 1956) they are also excited by Science,
encouraging students to follow Science and possibly adopt a science related
career. (Ferenstein, 2010)
Social
gaming is another widely recognized area of education. Social video games or simulated environments
provide ‘immersive environments that simulate
real-world problems’ (Ferenstein, 2010).
Providing students with authentic learning experiences in and
‘Low-fidelity’ simulations enables students to develop the specific concepts
the game is aimed at whilst reducing unnecessary variables. Such simulations
can expose students to otherwise inaccessible or unalterable environments such
as Space (Solar system) or the ability to plan, construct and over-see a town
or civilisation and how social systems outplay over periods of time. (Barnett,
Barab, & Hay) The exploration of the Solar System is a theme utilised in
various primary grades. The ability for
students to see Space in a simulated environment, as well as interact with the
planets, reading and viewing their features, will help stimulate auditory,
visual and kinesthetic learners. The
ability to effectively incorporate simulated environments such as Space into my
classroom has opened up teaching and learning opportunities otherwise
impossible prior to 4001EDN. Engaging
students in these environments, rather than telling them about them, reading
about them or showing still images will ensure students gain a deeper
understanding about how these systems work.
Providing students with ‘drill and practice’ learning through
video games is a skill otherwise hard to maintain. Repetition of numerous highly related
instances and skills in a gaming context is imperative to move to the next
level and continue the game. Students need to reach the goal of that level to
continue to the next, the presence of problem-based-learning (Savery &
Duffy 1995). This type of gaming can be
used as practice, application and revision of concepts, and has been found
effective for use with students with learning disabilities (Ke & Grabowski,
2007)
References
Barab, S.A., Hay, K.E., & Duffy, T.M. 1999. Grounded
constructions and how technology can help. Tech Trends,43 (2), 15-23.
Barnett, M., Barab, S. A., & Hay, K. E. in review. The virtual
solar system project: Student modeling of the Solar System. Submitted to the
Journal of College Science Teaching.
Bloom
B. S. (1956). Taxonomy of Educational Objectives, Handbook I:
The Cognitive Domain. New York: David McKay Co Inc
Murray, C. (2010). Mobile
learning in the classroom. Agora, 45(1), 48-54.
Curtis,
D. (2011). Project-Based Learning: Real-World Issues Motivate Students. Retrieved
20 April, 2012 from http://www.edutopia.org/project-based-learning-student-motivation
Ferenstein, G. (2010) How social gaming is improving
education. Retrieved 21 April, 2012,
from http://mashable.com/2010/02/07/social-gaming-education/
Ke, F., & Grabowski, B. (2007). Gameplaying for maths
learning: Cooperative or not? British Jour- nal of Educational Technology,
38(2), 249-259.
Savery, J.R., & Duffy,
T.M. 1995. Problem based learning: An instructional model and its constructivist
framework.
Educational Technology, 35(5), 31-37.
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