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Educational Gaming

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Educational Gaming

From Wikitechbook--the student-developed, technology textbook

 

 

Providing a fun atmosphere and unique medium for learning can positively impact education by creating interest for unmotivated students.  Gaming provides several methods of learning styles to reach a diverse group of learners.  Avenues of educational gaming include but are not limited to static medium games and interactive scenario games.

 

Static Medium Games

These games use static mediums, such as a virtual tour or online slide show, which allow the user to participate in their destination. Students can select the information they wish to learn about in greater detail can provide audio visual stimulation.

 

http://teacher.scholastic.com/activities/immigration/tour/index.htm  

 

Interactive Scenario Games 

Reiteration of information through interactive scenarios allows students to interact with the information and environments they can have a hand in creating.  An example is a program that allows students to create scenarios that deal with a variety of subjects, such as history (where one could show a graphic of a battlefield and the types of clothing and weaponry used in a given time period or learn about a history topic like the pyramids), math (where one could participate in real life professions, which use math skills such as calculus in the electrical profession) as well as other subject possibilities.

  

Examples of Educational Games

 

http://www.bbc.co.uk/history/interactive/games/pyramid_challenge/index.shtml

   

Examples of Current Games in Schools

In a current video, the Scottish government conducted a trial in public schools.  Students received video game consoles in which they practiced their math skills using a program design for the consoles.

 

 

The study showed that after using brain training programs to learn math, students were more motivated to learn their multiplication tables, among other mathematical concepts.  Although schools have included computer games in their classrooms for years, it was only recently that the government played a role in studying the scientific effects of such consoles on student learning.  The results also revealed that the program produced higher levels of achievement and improved behavior among students.  For information on one specific brain training study in a primary classroom, click here.  This study promoted the use of games in the classroom to improve student learning.

 

Benefits of Gaming

 "Play is by its very nature educational.  And it should be pleasurable.  When the fun goes out of play, most often so does the learning." --J. Oppenheim, 1984

 

Traditional schooling includes teaching from textbooks, giving tests as assessments, and promoting seat work.  Researchers argue, however, that educational gaming can benefit students in even greater ways.  Benefits include the following:

 

  • Students are intrinsically, not extrinsically motivated.  This means they are motivated by their own interests instead of a fear of failure.
  • Research has proven that students' test grades are likely to improve.  High academic standards and test scores can only occur when students are willing.
  • Games have a positive effect on creativity, cooperation, openness, and intelligence.
  • Educational gaming means that students learn things that matter, so they remember information more easily and more permanently.
  • Games lead to the development of professional skills and the ability to innovate, which are essential ingredients in finding a job.
  • Games provide a challenge and a sense of accomplishment for students.

Cautions of Gaming

 

As stated above, gaming can be extremely beneficial to unmotivated students.  However, when it comes to games in the classroom, teachers must keep in mind several cautions as well.  These cautions include the following:

  • Games can take up a great deal of class time.  Teachers need to make sure that including games in their classes does not cause them to get behind in their schedules or detract from information students need to know.
  • If students play games every day, games can become less exciting and motivating.  To ensure that students do not become "spoiled," teachers should use a variety of teaching strategies to increase overall student learning.
  • Social interaction is highly important in schools.  Teachers should make sure the games they play do not isolate students but allow them to work together.

 

Recomendations for Future Topics

Other relevant topics in educational gaming could include how gaming affects home life, the scientific aspect of gaming, and how gaming affects specific age groups.

 

References

Related Resources

 

Quiz-yourself Questions

  1. Educational gaming is limited to static medium games and interactive scenario games. (a) True (b) False

  2. The results from the Scottish study revealed that the program produced higher levels of ___________ and improved ___________ among students.

  3. Games has been proven to have an effect on which of the following? (a) creativity (b) cooperation (c) openness (d) intelligence (e) all of the above

  4. When students play games in the classroom, they are mainly (a) intrinsically or (b) extrinsically motivated?

  5. The skills involved in playing educational games are unrelated to those needed to find a job. (a) True (b) False

  6. Why should teachers avoid playing an excessive number of games in the classroom? (a) Too many games can make students violent, (b) Too many games can spoil students and lessen their excitement about gaming, (c) Too many games can increase facial hair, (d) Too many games can result in decreased test scores.

 

Answers to Quiz

  1. B

  2. Achievement, behavior

  3. E

  4. A

  5. B

  6. B

  7.  

Educational Gaming - Emerging Technologies Project

http://docs.google.com/Doc?docid=0AVLbChLMDIHEZGhwcmZubXpfNzJkMzd2OWpjeA&hl=en

 

Developers of This Page

Contributors from SBU: Rachel and Holly (Jan 09), Jaren and Nicole (spring '09) Josh (Fall 2009)

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