Wednesday, March 23, 2011

Week 9 - Digital Games in Education



So this week in Class our topic was the idea of digital games in Education. I found that when considering my own views I am much more "anti" gaming. Therefore, the idea of incorporating the ideas and concepts of gaming into a learning environment was not a desirable topic. However, I perservered... I forced myself to reconsider my thinking, in particular the origins of my thinking and determine 1) what my issues were with gaming 2) how I could overcome my bias to incorporate positive changes.

So... the million dollar question, why don't I like games. The most obvious answer that comes to mind is the fact that I have never been good at game; and therefore I am avoiding them becuase they are not enjoyable. However, I feel my dislike of games goes slightly deeper. Through reflective thought I have come to realize that I do not dislike the concept of games I just have not found the proper combination of fun and educational factors availible to meet the middle ground. Based on that thinking I sought out the Youtube Video (above). Most of the games that are fun appear to waste time and the educational games are boreing.

How can we fix the problem. Personally I can't... However i am sure someone with more technical skills and know how then me can start to see the middle ground and build games that have a purpose. In terms of using games in the classroom currently we are limited to one that have obvious educational value. I recall as a child playing "all the right type" in school working on my typing ability and accuracy with the keyboard. I also use to love the Carmen Sandiego geography game where you would search the world based on clues to discover where the character was hidding. However, a new generation of kids has split the chasm wide open. Games that use to be fun and cutting edge are now pixilated and old fashion.

Ironically with week in my Adult Technology class we also dealt with the topic of educational video games this past week. I have been able to combine my learning and understanding from both classes to help formulate my new views. My Adult Education professor Dr. Shawn Bullock suggested some really interesting learning games to explore. I now pass those links on to you...

NotPron (http://www.deathball.net/notpron/) is a single player puzzle game, which describes itself as the “hardest riddle available on the Internet.” The puzzles are of increasing complexity and require more technical knowledge of computing and the Internet as the game progresses. It is an example of a game that uses simple technology to create engaging game play.

The Bonte Room (http://home.scarlet.be/%7Ebbonte/bonteroom.html) is a point-and-click game in which the player has to escape from a locked room.

Sleuth (http://www.playsleuth.com/) is an online detective game where the player has to solve mysteries by searching locations for clues, gathering evidence, and talking to suspects in order to solve a number of cases that gradually increase in difficulty. It is an example of a game that uses a detailed environment and objects that the player can interact with in order to make logical deductions about the case.

These particular games I explored in order to better understand the teaching and learning aspects of digital gaming and its potential function within the classroom.

So where does this leave my personal debate... I am a slowly moving paradigm I am starting slowly to come around. I feel as if there are some really important benifits that we as teachers can tap into as a result of our students perpensity towards gaming. It is important as modern day educators to teach our students in a way that they will learn and prepare them for the future. I still have my hold outs however, my brain is on the right track and my defenses have lowered. I am excited about the future and looking forward to seeing the potential that digital gaming will have on progressive education and how all these factors will impact the way we teach literacy.

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