Monday, 9 April 2012

Benefit of Educational Games

Educational games engage students in ways that are more understandable to them and easily accepted by them. Games are more than just entertainment in the field of education today, and provide a way of learning which combines enjoyment, motivation, gratification, and social interaction (Keesee, 2011). Since most games are now online, it is imperative for educators and parents to embrace and understand the necessity of computer games and how to use them for collaborative development.

The fact that video games are now recognized as excellent teaching tools is reflected in the fact that there is now a senior policy analyst in the White House Office of Science and Technology Policy (Toppo, 2012). Constance Steinkuehler is developing games which improve health, education, civics, and more, all designed to push a national agenda. A new genre of 'serious games' is emerging which will engage participants in educational subjects using the mechanics of video games, many of which children are already well versed.

For the purposes of this assignment, the game that was chosen by my group focused on math, specifically the skill of division. It allowed for active participation, showed results, provided motivation and gratification by seeing the scores and their improvement. For elementary or middle school students it would be preferable to memorization of math facts. A rubric was created easily, to "grade" the game for possible inclusion into the classroom. It is a good suggestion to use for other games, especially in this genre, as the rubric created is generic enough to be used for most online video games.

From a personal standpoint, it is not a game that would be used in my classroom, due to subject matter and age appropriateness. It is difficult to see how a game would benefit or be useful to the grade and subject which is taught at this time by this author. While it is easy to say that upon entry into high school, serious study should be encountered by our students, one must be open to the possibility that learning grammar, or literature genres, or vocabulary could be enhanced with the use of video games. As professor Cathy Davidson from Duke University said, "We're not worried about the fragile mental state of our children, we know games work." (Toppo, 2012).

Academic Skill Builders, (2012). Demolition Division. Retrieved from: http://www.arcademicskillbuilders.com/games/demolition/demolition.html

Keesee, G. (2011, February 6). Educational Games. Retrieved from: http://teachinglearningresources.pbworks.com/w/page/35130965/Educational%20Games

Toppo, G., (2010, February 2). White house studies benefits of video games. USA Today. Retrieved from: http://www.usatoday.com/news/washington/story/2012-01-26/edcuational-video-games-white-house/52908052/1

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