Why are games good for the classroom?
According to Fair Test: The National Center for Fair and Open Testing (2008),
"Teaching to the test" narrows the curriculum, particularly in low-scoring schools, and
forces teachers and students to concentrate on memorizing isolated facts and practicing
rote skills, ignoring higher order thinking. Arts, foreign languages, social studies,
physical education and recess have been squeezed from the curriculum, especially in
schools with high numbers of minority and low-income students.
Present-day educational reform ignores the knowledge, experience, and forms of expression diverse students bring with them to the classroom. Rote memorization, repetition, and school routine tend to distract students from focusing upon and learning the actual content as well as develop and hone their critical thinking thinks.
Jordan Shapiro, faculty at Temple University contributing often to Forbes and Huffington Post on Ed Tech and game-based learning, gave a presentation earlier this year in Dubai at the Global Education and Skills Forum. His talk addressed why he believes video games are needed in every classroom; "and how video games can move us away from an educational culture that's driven by extrinsic competition and commodified rewards. Instead, video games can move us toward a culture of intrinsic motivation, self-reflection, and mindful interaction with the world" (Shapiro, 2014).
Putting theory into action...
...here's a game from 2010 that has been billed as a "crash course in saving the world." EVOKE is a unique social network game with a mission of empowering its players to contemplate solutions for some of today's most pressing issues including hunger, food security, sustainable energy, and water safety. The CNN clip below is an interview with the game's developer Jane McGonigal. One of the many unique aspects combines game play, designing a graphic novel, and working on real world project collaboration with others to actually invoke change. The game originally targeted the continent of Africa and employs players all around the globe. Do check it out and click the next button at the bottom to see more classroom examples.
According to Fair Test: The National Center for Fair and Open Testing (2008),
"Teaching to the test" narrows the curriculum, particularly in low-scoring schools, and
forces teachers and students to concentrate on memorizing isolated facts and practicing
rote skills, ignoring higher order thinking. Arts, foreign languages, social studies,
physical education and recess have been squeezed from the curriculum, especially in
schools with high numbers of minority and low-income students.
Present-day educational reform ignores the knowledge, experience, and forms of expression diverse students bring with them to the classroom. Rote memorization, repetition, and school routine tend to distract students from focusing upon and learning the actual content as well as develop and hone their critical thinking thinks.
- Computer games that are used to supplement class instruction provide opportunities for learners with different learning styles.
- Gaming in the classroom allows situated learning to take place in the classroom and the development/enhancement of cognitive learning skills.
- Intrinsic Motivation in which games are learner-centered allows the focus to be placed upon individual learners as well as matching individual pace.
- Games should incorporate content affiliated with the curriculum that develops understanding and critical thinking skills that relate to problem-solving within and beyond the classroom.
Jordan Shapiro, faculty at Temple University contributing often to Forbes and Huffington Post on Ed Tech and game-based learning, gave a presentation earlier this year in Dubai at the Global Education and Skills Forum. His talk addressed why he believes video games are needed in every classroom; "and how video games can move us away from an educational culture that's driven by extrinsic competition and commodified rewards. Instead, video games can move us toward a culture of intrinsic motivation, self-reflection, and mindful interaction with the world" (Shapiro, 2014).
Putting theory into action...
...here's a game from 2010 that has been billed as a "crash course in saving the world." EVOKE is a unique social network game with a mission of empowering its players to contemplate solutions for some of today's most pressing issues including hunger, food security, sustainable energy, and water safety. The CNN clip below is an interview with the game's developer Jane McGonigal. One of the many unique aspects combines game play, designing a graphic novel, and working on real world project collaboration with others to actually invoke change. The game originally targeted the continent of Africa and employs players all around the globe. Do check it out and click the next button at the bottom to see more classroom examples.