Video games have been touted as
necessary inclusions in modern day classrooms, even by the business sector
(Annetta, 2008). What does the business
sector have to do with the education of our children you may ask? I myself initially thought the same thing. I get frustrated hearing about all of the
things we need to teach children today and here was yet another group of people
telling us what we should be doing in our classrooms. Where was it all going to end? However I was also very curious, so with my interest
piqued I read further and began to understand the connection between the
business sector and our current educational practices.
The children we are educating
today are going to be the participators in our future workforce. According to A Report By the Business
Roundtable (2005) cited in Annetta (2008), if the United States of America is
to prosper as a country for the benefit of future generations, then today’s
educators must be harnessing technological and scientific methodologies which
will be relevant to the next generation workforce. Annetta (2008) further concludes that future
income, wealth and job growth of a country will be reliant upon people of the
work force being able to ‘apply technology and new ideas to create new products
and processes’ (p.231). Bearing this in
mind it stands to reason that if Australia
is to continue to flourish economically we also need to be ensuring that what
we do in today’s classrooms is relevant and connected to working in the 21st
Century.
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The Queensland Studies Authority
(2006) developed the Early Years Curriculum Guidelines for use in Queensland
Preparatory classrooms. These guidelines
have been based on extensive research which concluded that children learn best
through play. Annetta (2008) further
adds that childhood is a time when people learn to make connections to and
master the structures of the world around them through play. In addition to this he concludes that in
order for students to continue to master the structures of an ever changing
world we need to extend the use of learning through play beyond the confines of
the early years’ education. One such
method recommended by Annetta (2008) for incorporating play into all year
levels and which will also ensure the future growth of a country is the
adoption of video games.
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Image retrieved from Creative Commons 19 October 2011, http://scienceblogs.com/cognitivedaily/upload/images/chilekids.jpg |
Children of today are growing up
in a world dominated by newer and increasingly smaller and more mobile mass
media devices. According to Siwek
(2010), gaming is an ever increasing market in the US ,
accounting for over $10 billion in sales in 2009. As is evident from the US
sales figures, gaming is a form of learning through play that many students are
engaged with in their personal lives so why not include its use in the
classroom? Many of these modern video games are not
designed solely for entertainment purposes; they also have great educational
value for the learner. Commonly video
games of today situate the learner within a virtual world where they can create
their own avatar. According to Annetta
(2008) this provides the learner with a sense of individuality and can lead to
greater learning satisfaction. Within
this virtual world the player learns to navigate their way through a variety of
problem solving tasks using critical thinking and trial and error and learns to
negotiate the structures of the environment surrounding them. It has been asserted by Annetta (2008) that
incorporating gaming into the classroom can thus provide motivation, engagement
and improved achievement levels for students.
Dede (2004) cited in Annetta (2008), further concludes that video games
have the potential to improve participation in the classroom by providing those
previously disengaged students with a learning environment they can connect to
more readily than the conventional classroom.
Video games can be used across all
year levels and across all curriculum areas.
Not only can video games be used to teach core content, test and engage
students but they can also be used as a basis to teach students the elements of
game design and process so as students themselves can become the creators of
video games (Annetta, 2008). HI FIVES
(Highly Interactive Fun Internet Virtual Environments in Science) is one such
program discussed by Annetta (2008) in which students used software called
Virtuoso to create their own video games as an assessment piece to demonstrate
their knowledge learned in a science unit.
It seems the closer one examines the uses of video games in education
the more the potential options become endless.
It is however important to
remember, as Annetta (2008) points out, using video games in the classroom is
not a replacement for good teaching.
Video games should be thought of as a supplement to a good educational
setting. They should be used to engage
and motivate learners, inspiring them to grasp more in depth and complex
knowledge on a topic and should not take over the classroom completely. As an educator of young children I need to
ensure that I follow the advice of Annetta (2008) and consider carefully how I
could integrate video games into my teaching practices to compliment what I
currently do. This requires reflection on my current practices, contemplating
future direction and consideration of resources available so as to enhance
student learning, not just adopt video games because it is the new ‘fad’ tool
to use in education.
References:
Annetta, L. (2008). Video Games
in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice. 47(3), 229-239. Retrieved 19 October 2011 , from http://dx.doi.org/10.1080/00405840802153940
Jenkins, H., Clinton , K., Purushotma, R., Robison, A. J.
& Weigel, M. (2006). Confronting
the Challenges of Participatory Culture: Media Education for the 21st Century [Occasional paper]. Retrieved October 9, 2011 fromhttp://digitallearning.macfound.org/site/apps/nlnet/content2.aspx?c=enJLKQNlFiG&b=2108773&ct=3017973¬oc=1
Queensland Studies Authority (2006). Early Year Curriculum Guidelines. Retrieved 19 October 2011, from http://www.qsa.qld.edu.au/downloads/early_middle/ey_cg_06.pdf
Siwek, S. (2010). Video Games in the 21st Century:
The 2010 Report. Retrieved 19 October 2011 , from http://www.theesa.com/facts/pdfs/VideoGames21stCentury_2010.pdf
I definitely agree with that, Deanna. As with any teaching tool or technology, it is important not to see them as the teaching but as a way to facilitate engaging learning. It also relates to implicit and explicit learning. Students may learn things implicitly while playing video games but it is important to facilitate and structure ways for them to show you what they have learned and apply it to other settings or problems.
ReplyDeleteAs gaming becomes more and more a part of children’s lives outside of the school setting, a gap is widening between how children learn in these different settings. If we continue to teach the way we are expected to by the system, eventually children will be so disengaged with their school work, we will get nothing out of them.
Although the National Curriculum will have its challenges, it does present a stable, widely used set of knowledge’s for which games can be developed. With such a widespread, commonly used bank of subject matter being implemented there should be ample opportunity and money for those who are willing to develop gaming experiences for students.
Katie