Wednesday, February 17, 2010

Using Computer Games as Educational Tools

When I was in school way back in the 80's video the video games I was exposed to didn't focus on much more than accumulating points in order to acquire more play pieces or advance levels. I remember Pong - and was only any good at "Centipede". I suppose these could help reinforce counting and place value skills, perhaps a little critical thinking for simple strategy. But soon after high resolution sports and multi-level fantasy games evolved and after watching them played (I can't even begin to do it myself) I support the notion that computer games are educational tools, not only the ones that are specifically designed for education but the mainstream games as well. Computer/video games are engaging and especially those that have several levels require all forms of higher order thinking. I'm thinking of a games that have a hero or heroine going through many levels, acquiring various items that are required to complete tasks, having to return or go back and start again to try different approaches. These games promote analysis, synthesis, evaluation, and the affective domain throughout. These types of games have been developed for all age groups, and most interests in addition to the basics of reading and mathematics.

Some criticize that these games are not viable or engaging for all students; but which learning approaches are engaging for ALL students. As a student I would do well with them because I don't have an aptitude for playing video games. But, I believe that video games can be used to benefit many students that we are losing in education, especially the groups of students who are bored by or don't see the relevance of or feel a connection to what is generally taught in the classroom. Video and computer games touch all categories of interest, sports, adventure, militarism, geography, fantasy, etc. and are another tool that should be used (with all the others) in the 21st century classroom.

http://www.edutopia.org/are-computer-and-video-games-effective-teaching-tools

3 comments:

  1. Thanks for the edutopia link. I find it interesting that 80% of the responders have voted yes (although I think you could agree with both the "Yes" and the "No" crowd and not be troubled by multiple personalities). I agree that games can be very engaging (and I personally have fallen into strategy games for hours -- no, days at a time, so can testify to their engaging-ness). And the best games will require working to "understand" the game -- what does it take to win. And maybe some other bits of knowledge at the same time. I like to play games. And I think growing up they helped me develop social skills (such as they are) and some strategic thinking skills. But that's true of all games (not just electronic ones).

    I also agree with the "No" position in the Edutopia poll: "Educational video games should be judged, critiqued, and proven before they're used in class." (Again, true of all games).

    One big issue I see with computer/video games is _how_ engaging they are. Kids (adults too) have a very difficult time getting away from them once they start. So some extra caution needs to be used with them I thing, as well as some extra effort to ensure whatever skills are acquired via the game are transferred to real-world situations.

    jd

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  2. Stella said, "Some criticize that these games are not viable or engaging for all students; but which learning approaches are engaging for ALL students." This statement is so true. No approach to learning is a "catch all. If there was one, we would be using it. Gaming is just one platform. It's a way to engage students who have been born into an electronic world. They take easily to it, and it motivates them to get involved in learning.

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  3. Stella, I agree that using computer games as an educational tool/resource is helpful for teachers and students. Society is consumed with video games, electronics, iPod, Xbox, Wii, iPhone and numerous other technologies that I can't even name. If games and animation is what drives, motivates and excite our students and will increase learning, than I say go for it.


    Lisa A.

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