To Game or not to Game:
Chapter 7 explores a variety of problem-solving
technologies. One particular section even touched on the possibility of digital
games for the learning process. One option for digital gaming was simulation
while the other was a virtual world. Simulation games seemed more geared
towards a desktop program while virtual world gaming was for an online
audience. Even though both options have their benefits, I have to say that I
feel like a virtual world experience may not be best for the classroom.
Although we want to think positive about technological influences on students,
we also have to be weary and use student-friendly approaches. With online
gaming, there is no solid guarantee that students will not run into some sort
of improper exposure with another online gamer i.e. inappropriate language,
conduct, or exposure of personal information. On the flip side, simulation
games that stimulate the mind and integrate stealth learning are welcomed
technologies with a smaller chance of negative outcomes.
Using real-world circumstances to get students involved in
class is both a genius and useful way to get students to learn. Instead of
using fabled scenarios that would likely never happen in life to teach
students, students are more likely to link in-class learning with life lessons
when these approaches are integrated. The reading states, “Jonassen urges
teachers to create activities around real-life problems that interest and
motivate students” (Maloy, et al, 2014, p. 159). By using a variety of learning
activities, in this case games, students have a better chance of widening their
problem solving horizons. A site known as te@chthought provides of list of over
fifty games that can be used as learning tools. The games provided were chosen
due to their playability (quality), cognitive load (tactical demands), and innovation (interaction and
originality). While helpful sites like this exist to aid in student
development, it is always important for teachers to look into each game before
allowing students to play.
It was nice to see the reading explaining the importance of switching it up when dealing with games
and their reward systems, as well as their gaming strategies. When dealing with
the human mind it’s important to keep us thinking instead of getting stuck in a
repetitious method that doesn’t allow for true understanding of a concept.
Also, an important point was the psychological impact some games and their
approach can have on students. Some students may or may not be dealing with
stressful real-life scenarios that are magnified by a game’s point system–
meaning a game that strives for excellence through a high status can cause
psychological harm to a student. Even though games exist that are filled with
violence, aggression, or high competition, I still feel that schools and
educators can create a safe and fun learning environment through the use of
gaming. Even taking a break from problem solving for the simplest of games – that
have right and wrong answers – can be seen as an interesting past time for a
student. What matters is effort and interaction, especially when teachers get
involved!
In conclusion, gaming can be a helpful tool to harness
within the classroom, but it does come with its concerns. The strong qualities
of gaming like problem solving, interaction, stealth learning, and creativity
are all positive aspects of this technological method. However, every method
has its negative aspects if used unwisely. It is vital that teachers explore
games before allowing students to use them just like it is important to weigh
the pros and cons of certain gaming experiences i.e. virtual worlds. Even
though technology has come a long way, many of its features are still in the
trial and error phase.
Resources
Extra Credits (2015, August 22). Extra Credits - Games in
Education - How Games Can Improve Our Schools. Retrieved October 2, 2015, from https://www.youtube.com/watch?v=1HTS2nxpRqM
Goshay, N (2015, October 2). Digital Games for Learning. Created with bubbl.us
https://bubbl.us/?h=2d76fc/5b43e2/297ZAaEUVqRW.&r=306411874
Maloy, R., O'Loughlin, R., Edwards, S., & Woolf, B. (2014). Transforming Learning with New Technologies.
2nd Edition. Boston, MA: Pearson Education Inc.
Awesome post - some great reflections enhanced by hyperlinks, video, and your own created digital web 2.0 tool. Keep up the good thinking! :)
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