Is there more to online games than fun?
Made using Canva, Image from Pexels |
Critical Reflection 2
Games in the classroom – some think they are useful and promote learning
and others think they belong at home. In recent years, the games industry has
expanded extensively and more and more classrooms feature games that promote
the strengthening of skills in key learning areas, cementing the idea that
there is more to online games than fun (Squire, 2005). In our current times,
games are becoming an integral part of keeping children in primary years engaged
and excited for learning each day (Squire, 2005). This is because they have
grown up with computers, iPads, iPhones and are drawn to any learning that
incorporates this technology (Plowman et al., 2010).
Games allow children to be creative and engage in other worlds, meaning
they are not just stuck in the classroom. Groff et al. (2015) states that the
best learning games feature a balanced design of task, content and evidence models.
These 3 elements will ensure that key knowledge and skills are developed up to
the level required and they are engaged and eager to participate in learning
(Groff et al., 2015).
During the years that I was in primary years of education, during the
2000’s, these technologies weren’t very present very often, even then. Thus, the
development of learning games has been rapid, making it important for studying
teachers, like myself, to learn how to take advantage of their learning opportunities
and take on different roles for the children (Renaud
& Wagoner, 2011).
In my classes at ACU, we were given the opportunity to play with
different games. I was surprised to observe the advanced technology that has
been made for learning purposes and being a user of technology was excited to
try it out. For me this means that the presence of the games and technologies
that are available for use today, would have been an exciting experience, and
encouraged participation during class.
I have also recently participated in the beginning stages of developing
an educational game, and have started learning what features create a great
classroom game with the help of resources such as Groff et al, 2015, which have
inspired me to write this post.
- Eliza
Kooren (2013), Chillin |
References
Groff, J., Clark-Midura, J., Owen, V, E.,
Rosenheck, L., & Beall, M. (2015) Better Learning in Games. Retrieved
from http://education.mit.edu/wp-content/uploads/2015/07/BalancedDesignGuide2015.pdf
Kooren, M. (2013). Chillin. Retrieved from https://qz.com/769044/ipads-are-as-good-as-sedatives-at-calming-kids-down-before-operations/
Plowman, L., Stephen, C., & McPake, J. (2010). Growing
up with technology, young children learning in a digital world. Retrieved
from https://ebookcentral-proquest-com-ezproxy2-acu-edu-au.ezproxy1.acu.edu.au/lib/acu/detail.action?docID=515328
Renaud, C., & Wagoner, B. (2011). The
gamification of learning. Principal Leadership, 12(1), 56-59.
Sqire, K. (2005). Changing the game: what happens
when video games enter the classroom? Innovate: Journal of Online Education,
1(6), 1-6. Retrieved from http://nsuworks.nova.edu/cgi/viewcontent.cgi?article=1168&context=innovate&sei-redir=1&referer=https%3A%2F%2Fscholar.google.com.au%2Fscholar%3Fhl%3Den%26q%3Deducational%2Bgames%2Bin%2Bthe%2Bclassroom%26as_sdt%3D1%252C5%26as_sdtp%3D%26oq%3Deducational%2Bgam#search=%22educational%20games%20classroom%22
Extra Resources
1. Youtube Clip: Watch this short YouTube clip to learn more about what makes gaming a fun and engaging learning experience - Ballard and Tighe, (2014, Jan 9th) Why Game-Based Learning Engages Students [Video File]. Retrieved from https://www.youtube.com/watch?v=ABMrI_qNtOE
2. Typing Adventure: a game that allows children to develop their typing skills in a fun adventure. This skill is important for learners of today with the increasing presence of technology. (the following images are screenshots from the webpage)
3. Fast Math: this game develops maths skills and speed. (the following images are screenshots from the webpage)
Comments
Post a Comment