Given the number and variety of technological devices we are
surrounded with, it is no surprise that gaming is now considered a valuable
teaching tool. This generation of students is accustomed to electronic game
playing. Using an interest and skill they already have to provide learning
opportunities is a logical result. It was interesting to read in the NMC Horizon Report: 2011 K-12 Edition that
on average gamers are in their mid-thirties and that 64% of parents view
electronic games are a “positive force in their children’s lives” (p 18).
Furthermore, Arne Duncan, the US Secretary of Education, cites that games offer
feedback to the player, can be used to assess comprehension and provide problem
solving opportunities (Johnson, Adams and Haywood p 18).
The 2011 Horizon
Report describes many advantages of using games for learning such as the
ones mentioned above, but also offers a subtle caveat. The potential exists for
meaningful learning, but it can be difficult to find games that have been
well-designed. I found this in some of the links I explored. For example, in
Games for Change, I clicked a game called, “The Great Piggy Bank Adventure.”
The objective seems to relate to saving and spending money wisely. The game
took a relatively long time to load, and did not offer clear directions. There
are other games available on the site, but I was not enticed to explore
further. In Game Classroom, I found a game called “Monkey Business” designed
for early readers. In constructing complete sentences, the player builds a
bridge which allows a monkey to reach his goal, a bunch of bananas. I can see
where this might be used as a supplement to a lesson, but did not seem
sufficient by itself.
MindSnacks is an app available through iTunes and is a
foreign language game. It is compatible with iPhones, iPads and iPods. Six
languages are available as well as ESL support for learners of English. There
many engaging activities, but are meant for individuals; it is not
collaborative or multi-player.
Food Force is just one of the games offered through the
World Food
Programme. This week happens to coincide with World Freerice Week.
This initiative encourages individuals to recruit six others to sign up, and
each of them recruits six others in order to raise awareness of issues of world
hunger. Groups participate in learning activities and their success results in
a donation of rice. The site offers lesson plans geared toward either teaching
about or fighting hunger. In one particular activity, students identify flags
of the world and complete facts sheets regarding population, climate, language,
life expectancy and threats to food supply of each country. In doing so,
students are acquiring map skills, critical thinking skills and are
researching. Knowing their success contributes to those in need is a powerful
motivator. One could debate the merits of making a “game” out of feeding the
hungry, but if we broaden our view of what a game is we can understand the
value of such an activity. Food is getting to those who most need it and
students are gaining knowledge while simultaneously becoming aware of a serious
global issue. The Horizon Report mentions that Global Kids Gaming Initiative is
a model which provides “digital literacy skills, global awareness and
citizenship among young people; ” Food Force does the same(Johnson, Adams and
Haywood p 18).
Johnson, L., Adams, S., and Haywood, K., (2011). The NMC Horizon Report: 2011 K-12 Edition. Austin,
Texas: The New Media Consortium.
Johnson, L., Smith, R., Willis, H.,
Levine, A., and Haywood, K., (2011). The 2011 Horizon Report.
Austin, Texas: The New Media
Consortium.
http://www.wfp.org/
http://www.mindsnacks.com/
I found this weeks research on gaming very interesting. I too was interested in the Food Force site. I saw real educational value in students using analytical thinking skills and collaboration to solve a real-world humanitarian issue - hunger.
ReplyDeleteWith this generation growing up with the internet and gaming skills, it would be to our benefit as educators to continue to explore and embrace gaming as a classroom learning tool.
Game on!
I found it amusing when I read that the average age of gamers is 34, and then you mentioned it here again. I guess I was a little surprised by that number. I was also trying to make the connection of that quote and gaming in todays schools.
ReplyDeleteYou also mentioned another quote that surprised me during my reading, parents view electronic games as a “positive force in their children’s lives” (p 18). I can not say that this quote is anything at all like I have experienced in my daily life! Most parents are not so open minded about gaming.
I do agree that the games that are available need a little work but when I think about the games we were exposed to when I was in school these are a major improvement! I think if we start taking this seriously and add it to our everyday curriculum there will be even more improvement to come.