Is there more to online games than fun?

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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 
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.

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)



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