Growing up at a time when video games where first introduced to the world, I had an opportunity to play some of the first commercially produced video games. The first gaming system that I owned was the Atari 2600. This video game console was released in 1977 and in 2009 “was name the second greatest video game console of all time (Scott, 2001).The graphics, in comparison to video games today, were very crude. But, it did provide hours of entertainment for my brother and I as we learned and developed strategies in an effort to achieve the “high score.” If teachers would have realized the potential of digital game based learning when I was in elementary school, would they have used video games as an instructional tool?
As an educator with more than 15 years of teaching experience, I have seen many changes within the education system. Technology and the way we use it within the education system has created the most change. The changes in the technology have neither been good or bad, but they have had an impact on education. As technology is changing, so too is the way students are learning content. Some educators are using video games as a compelling way to tech concepts to their students. As educators in a digital age, we need to be taking advantage of emerging technology in ways that benefits learning. Mark Walton suggests that "self-learning is more powerful than listening to what any teacher has to say" (2012). Can educators be using video games for student’s to develop specific skills? According to Mark Walton, there are "some very positive results: increased attention levels, better collaboration with other students, and of course, better grades” (2012).
As an educator with more than 15 years of teaching experience, I have seen many changes within the education system. Technology and the way we use it within the education system has created the most change. The changes in the technology have neither been good or bad, but they have had an impact on education. As technology is changing, so too is the way students are learning content. Some educators are using video games as a compelling way to tech concepts to their students. As educators in a digital age, we need to be taking advantage of emerging technology in ways that benefits learning. Mark Walton suggests that "self-learning is more powerful than listening to what any teacher has to say" (2012). Can educators be using video games for student’s to develop specific skills? According to Mark Walton, there are "some very positive results: increased attention levels, better collaboration with other students, and of course, better grades” (2012).
Today, with the continued growth of computers in education, I have become intrigued by the concept of game based learning and how I can integrate GBL as a way to engage and motivate my students. According to Rebecca Teed, GBL involves competitive exercises that often have “a fantasy element that engages players in a learning activity through a storyline” (2013). Teachers are not required to abandon their traditional ways of teaching, they just need to find ways to merge their traditional methods with game based learning. “The answer is not to privilege one arena over the other but to find the synergy between pedagogy and engagement in DGBL” (Van Eck, 2006).
Within education, there are two primary benefits of game based learning: engagement and motivation. When students are provided with the opportunity to “play” and “direct” their own learning, students will become more engaged in their learning. Motivating students to participate is not an easy task for teachers. According to Nicola Whitton students are motivated to play video games because video games provide “the mental challenge, the physical challenge, and the social experience” they need (2007). When teachers are providing opportunities for their students to play video games like minecraft, clearly it is “not about occupying or filling in time – it’s about meaningful work.” (Groom, 2012).
Within education, there are two primary benefits of game based learning: engagement and motivation. When students are provided with the opportunity to “play” and “direct” their own learning, students will become more engaged in their learning. Motivating students to participate is not an easy task for teachers. According to Nicola Whitton students are motivated to play video games because video games provide “the mental challenge, the physical challenge, and the social experience” they need (2007). When teachers are providing opportunities for their students to play video games like minecraft, clearly it is “not about occupying or filling in time – it’s about meaningful work.” (Groom, 2012).
There is no doubt that children, teens and young adults love to play video games and they can become fully engaged in achieving the goal of the game. But, many educator remain skeptical about the educational value of video games. Corey Murray points out, that there is very little “conclusive proof that video games work” and that “violence in video games can contribute to social behavior problems” (2012). In addition, many video games stereotype women as “weaker characters that are helpless or sexually provocative” (Sabella, 2010). Thus, in order to reap benefit from educational games, educators must carefully select video games that focus on curricular goals, have minimal violence and that portray all characters as equal regardless of their gender. Proponents have been vocal about the dangers of “academizing” or “sucking the fun out of” games” (Van Eck, 2006). Thus, Educators need to find ways to engage and motivate students while implementing sound gaming concepts, and integrating “gaming elements into the heart of activities” (Siering, 2012).
References:
Murray, C. (2012, October 26). Do students benefit from game-based learning?. Retrieved from http://www.edtechmagazine.com/k12/article/2012/10/do-students-benefit-game-based-learning-infographic
Sabella, R. (2010, April 29). Negative potential of video games . Retrieved from http://www.education.com/reference/article/negative-potential-video-games/
Scott, J. (2001, March 10). Welcome to archive.org console library: Atari 2600. Retrieved from https://archive.org/details/atari_2600_library
Siering, G. (2012, March). Gamification: Using game-like elements to motivate and engage students. Retrieved from http://citl.indiana.edu/news/newsStories/dir-mar2012.php
Teed, R. (2013, July 23). Game-based learning. Retrieved from http://serc.carleton.edu/introgeo/games/index.html
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Why it matters to higher education: EDUCAUSE review online, 41(2), 16-30. Retrieved from http://www.educause.edu/ero/article/digital-game-based-learning-its-not-just-digital-natives-who-are-restless
Walton, M. (2012, November 25). Minecraft in education: How video games are teaching kids Gamespot, Retrieved from http://www.gamespot.com/articles/minecraft-in-education-how-video-games-are-teaching-kids/1100-6400549/
Whitton, N. (2007). Motivation and computer game. Proceedings ascilite Singapore 2007, 1063-1067. Retrieved from http://www.ascilite.org.au/conferences/singapore07/procs/whitton.pdf
Murray, C. (2012, October 26). Do students benefit from game-based learning?. Retrieved from http://www.edtechmagazine.com/k12/article/2012/10/do-students-benefit-game-based-learning-infographic
Sabella, R. (2010, April 29). Negative potential of video games . Retrieved from http://www.education.com/reference/article/negative-potential-video-games/
Scott, J. (2001, March 10). Welcome to archive.org console library: Atari 2600. Retrieved from https://archive.org/details/atari_2600_library
Siering, G. (2012, March). Gamification: Using game-like elements to motivate and engage students. Retrieved from http://citl.indiana.edu/news/newsStories/dir-mar2012.php
Teed, R. (2013, July 23). Game-based learning. Retrieved from http://serc.carleton.edu/introgeo/games/index.html
Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. Why it matters to higher education: EDUCAUSE review online, 41(2), 16-30. Retrieved from http://www.educause.edu/ero/article/digital-game-based-learning-its-not-just-digital-natives-who-are-restless
Walton, M. (2012, November 25). Minecraft in education: How video games are teaching kids Gamespot, Retrieved from http://www.gamespot.com/articles/minecraft-in-education-how-video-games-are-teaching-kids/1100-6400549/
Whitton, N. (2007). Motivation and computer game. Proceedings ascilite Singapore 2007, 1063-1067. Retrieved from http://www.ascilite.org.au/conferences/singapore07/procs/whitton.pdf