Saturday, February 8, 2014

Gaming


What do I think About Gaming in the Classroom?

            The concept of Gaming in the classroom is relatively new for me to a certain level.  I’ve utilized learning games in the classroom as practice work and pastimes between transitions, but not really on a level of incorporating the games into my lesson or using it to truly teach skills. The 2011 Horizon Report mentions children born since the early 90s have never lived in a world without global networks, which is absolutely true and something to consider when teaching them. I am the one who has watched technology evolve and now become what it is.  I am the one who is often timid and have a hard time embracing every aspect of technology, simply because it is new for me and I have to act as a student to learn how everything works.  My students are using these various systems every day and are motivated by games and what they entail.

            According to The New Media Consortium’s Horizon Report (2): 2011, educators need to forget about the negative connotations related to games, which is a great suggestion.  We have negative connotations are things we are unfamiliar with, just like students “the fear of the unknown.”  Similar to handheld games used to promote literacy skills in toddlers and learning television shows over the years producers and manufacturers try to make their product better based on the customers and results.  The Horizon Report (Johnson et al., 2011) also discusses how early studies in the last decade were made to help identify specific aspects of the games to get to where they are now.

            I chose Gaming websites that I could utilized when working with the population of students I work with on a daily basis.  The majority of those students have cognitive disabilities and learning difficulties that affect various areas of learning.  The first gaming site I chose was PBS Kids.  This website was ideal for me to reinforce functional and daily living skills.  I was pleased that the characters associated with the games I chose were not “kiddie” characters.  Many students with special needs at the middle and secondary level need low level materials that are not visually designed for younger children.  The game titled Fresh Pick provided very enthusiastic interactive characters with appropriate auditory directions along with close caption options.  The game was divided into several “challenges”.  All challenges related to Fresh Pick were related to nutrition and healthy foods.  Each challenge game reinforced specific skills such as navigation, following directions, adding and subtracting prices, decision making, learning new terms associated with cooking and or shopping, differentiating between coins and choosing appropriate prices surrounding the underlying topics of nutrition and healthy foods.  The more tasks a person completes correctly the more complex the next task will become.  This gaming website would be a great resource for reinforcing skills taught in class and gathering information to assess comprehension of specific skills while improving fine motor skills, time on task and ability to navigate the keyboard.


            Another gaming program I chose to review was Logicity.  The Logicity game was created to increase public awareness regarding Climate Change.  Logicity is a 3D virtual city with specific tasks that a player must fulfill to decrease pollution and carbon footprints that cause climate change.  Every player’s mission is to reduce the emissions of new greenhouse gases before it is too late and the people of the city will not survive.   Players have the ability to compete with other registered participants and earn scores.  Including this interactive game during lessons related to pollution, greenhouse effect, global warming, and or energy efficiency would be appropriate for students at the secondary grade levels.  Follow up discussions and possible a question and answer sessions would be ideal for an educator who chooses to utilize this game to reinforce concepts taught in class.


            The game 3rd World Farmer started out as an assigned project for group of college students in 2005. After feedback and development it has evolved into the game it is today.  This game is not fun and exciting like most games that attract students while practicing skills.  This game sheds light on factual events and situations 3rd world counties are faced with.  3rd World Farmer creates a platform for students to learn about challenges and decisions people make on a daily basis to survive.  There are several subject areas such as, Social Studies, Geography, Economics, and or Literature that can benefit from what this game entails.  The players of the game are required to manage an African farm while random challenges arise such as corrupt officials, raids and thieves, market prices fluctuate, and or unpredicted weather. The topics of disease, drought, wars and economic hardship will be unavoidable when participating in this game.  Educators who chose 3rd World Farmers for their students should take time to provide introductory and follow up lessons when incorporating the game into their lessons.  If used appropriately this game could be a good representation and supplement to chapter readings.


            According to Johnson et al. (2011) teachers should take gaming seriously and incorporate them into lessons.  The U.S. Secretary of Education, Anne Duncan suggested that gaming is an ideal method to assess students’ comprehension and a means of providing immediate feedback.  As I reviewed the several gaming websites and videos I was pleased to see the variety of games available that cover so many academic areas because educators are responsible for presenting information in ways to accommodate all learning styles.  Along with including innovative ways to help students remember skills that they may use a lifetime.  One can see tremendous advancements in the technology that assists professionals in almost every career from equipment in stores, medical equipment to military advancements.

            Edutopia’s video, School Use Games for Learning and Assessment demonstrates students in several U.S schools utilizing gaming and technology as their primary method of teaching. David Williamson-Shaffer, Associate Professor at the University of Wisconsin-Madison pointed out, people in the U.S. do not live in an industrial economy any longer but a knowledge economy therefore, educators have to think about learning in fundamentally different ways beyond basic facts and skills.            
         Gaming will only become more sophisticated and challenging.  Therefore, it is my responsibility to add this means of computer technology to my toolkit of resources not only to keep students busy during break times but reinforce lessons and skills.  Students can now gain skills utilizing simulating and interactive games monitored in school that can prepare them for their future careers.

 

2011 Horizon Report K-12. (n.d.). 2011 Horizon Report K-12. Retrieved January 31, 2014, from http://www.nmc.org/pdf/2011-Horizon-Report-K12.pdf

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

 
No Gamer Left Behind: Virtual Learning Goes to the Next Level. (n.d.). YouTube. Retrieved February 4, 2014, from http://www.youtube.com

 

 

 

 

 

 

 

 

 

1 comment:

  1. Michelle,

    I find that being a teacher, we are constantly having to be students and accepting the fact that we will be continuously learning for the rest of our careers. Learning new methods of teaching and materials I have found to be a lot easier than when it comes to learning new technologies. The fact that our students are our pushing factor though ensures that we are constantly keeping up with the ever growing technologies. The issue that I am constantly finding with technology constantly growing is that at times it is quite difficult to keep up with everything that has been changing. I just graduated from college and when I entered into the classroom to teach, instead of taking notes by computer or paper, my students were taking pictures of my slides or any writings I would do on the board. This begs the question that although technology and games are great, is there a possibility that they are overtaking the classroom and maybe hindering learning in some ways?

    I like that you chose gaming sites that you could potentially utilize while in the classroom. It can be difficult to rummage through the many gaming websites that are offered, especially those that can potentially work well with students who have cognitive disabilities. It is even more difficult when gaming sites that you have found to work well with students’ learning ends up being shut down or completely altered. I find it difficult as well to search for websites that my ESL students can understand.

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