Explore 'A Must Have Guide to Gaming in the Classroom' then read 'Can Gaming Change Education?'. Discuss some of
the key points from each resource.
The ‘dizzying
pace of tech evolutions’ is a major challenge for
teachers and administrators. The financial and personnel demands resulting from
the tech evolution and the need to remain relevant to today’s students are both
challenging and daunting. The purchase of new technologies for classrooms and the
training of educators in the use of new technologies is an ongoing financial
cost that is frequently beyond the budgets available to schools. In our school
finances are so limited that it is paramount that wise choices are made when
making technology purchases which factor in staff training and maintenance
costs.
The research indicated that it is important for schools to use
technology to support learning with educational games. Engaged students are motivated
to learn and motivating students can be challenging particularly for reluctant
learners. Schools and administrators represented in the article overwhelming
agree that tech games motivated students and a majority believed that they also
allowed for learning to be personalised to the learner’s needs which makes tech
games valuable for achieving individualised outcomes. Today’s children have grown up with tech games
making them familiar technologies that they enjoy. Thus the inclusion of tech
games in education certainly makes sense!
The explanation of how games help children learn makes a logical
argument for including tech games in education. Tech games engage students in
learning that has been designed to be interactive for the learner, with the
learner in control of their actions and engaged in the educational task. Gaming
activities are thought to stimulate the brain to produce dopamine which orients
attention to the activity and allowing for better connections to be made
between neurons. These connections in the brain are what learning is based on. Additionally
teachers recognised that gaming activities developed teamwork and life skills
such as problem solving, communication, collaboration and negotiation.
The points raised in the article certainly support the inclusion of tech
games in education across multiple ages, learning areas and educational
environments.
With the advances in technology, cheaper prices, and a
growing market for video games, children, young adults and even some seniors are
playing video games more than ever, thus allowing greater acceptance by a broad
range of the community. From a personal perspective I can state that I’m a late
comer to gaming, only beginning to participate when I purchased my iPad as a
means of learning about my iPad. Prior to this, being time poor, I had no real interest
in investigating tech games as part of learning, relying on familiar board
games.
In the article, it was stated that ‘games don’t just
affect enthusiasm’ and it stated that ‘research suggests that playing action
games on a regular basis can alter a player’s attention skills’. In a control
study it was deduced that regular games had ‘better focus and better visually
selective attention’. It was also deducted that ‘action games push the speed of
learning’. I found this extremely interesting. Additionally, the concluding statement that indicted
that the use of tech games are ‘not sufficient in and of themselves for a
course of study’ but are valuable to reinforce learning of facts and procedures
that may continue beyond the completion of classes. I have studied many
subjects over the years where my knowledge has been short lived due to lack of
a ‘need to know’ and therefore not of long term value. It is interesting to
consider how learned facts could potentially be retained longer via the use of
tech games.
I
am familiar with all the barriers discussed regarding the inclusion of tech
games in education. All are relevant barriers to inclusion in my school
environment and present the need for careful consideration mostly by senior
school personnel. I have mentioned the financial barrier to purchase and
maintain technical equipment, as well as the support for teacher training in
tech game equipment and genres and their implementation in the classroom. I am
therefore appreciative of the current professional training in ICT that has
recently been provided. My ongoing challenge, and that of my colleagues, is the
time factor necessary for course participation and personal skill development in
the demanding environment of teaching.
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