Games in education

From UNLV Ed Tech Wiki

Jump to: navigation, search

NOTE: This page has been divided into three pages and is earmarked for deletion. Please refer to the following pages for review and editing.

--Duras2 10:08, 5 Aug 2007 (PDT)



Contents

Introduction

Games are fun, but they have surpassed a mere recreational purpose and are being utilized in classrooms as powerful, interactive, and multifaceted teaching/learning tools. Pairing games with clear objectives and thoughtful, deliberate instruction can ultimately enhance learning and teaching experiences in the classroom. Games can be used to teach almost any content or skill. The pairing of educational content and computer/online games is termed Digital Game-Based Learning (DGBL).

Percell 02:30, 25 July 2007 (PST)

DGBL is supported by the Constructivist Theory [[1]] of learning. DGBL provides hands-on and minds-on interactive activities for students to actively interact with in order to construct meaning and organize information from experiences with games.

Percell 01:49, 25 July 2007 (PST)

DGBL is also supported by Symbol Systems Theory [[2]] of learning. Symbol Systems learning theory explains the effects of media on learning.

Percell 02:14, 25 July 2007 (PST)

See also Functional Context Theory [[3]]

The History of Games in Education

Historical Background

Until the end of the nineteenth century, games had been thought of as only having entertainment value. With the influence of John Dewey in 1944, games began to play a role in education as a teaching methodology (Gros, n.d.). The advent of video games in the 1980's helped pave the way for classroom based games to enhance the educational environment. Games have evolved from simple dashes and dots to virtual realities. --Sefcheck 12:23, 24 Jul 2007 (PDT)

Evolution of Video Games

The earliest educational computer games in the 1980's:

  • Used very little storage or memory space
  • Were displayed on dull green screens
  • Provided little graphics
  • Supplied lots of plain text
  • Involved a limited interactive component.

Enhancements to computer programs has allowed games like Carmen San Diego and Math Blaster to cater to a heightened visual sense and video game experience. These enhancements include; better graphics, sound cards, increased memory, and more interactive format, therefore increaseing the motivation to use them.--A Zionch 21:33, 18 June 2009 (PST) --Sefcheck 12:22, 24 Jul 2007 (PDT)

Now teachers not only can use games, but are encouraged to find educational applications. In classrooms across the country the challenge to embed technology throughout curricula is on. Educators find that using games in their lessons offer the following advantages:

  • Reinforce concepts
  • Teaches skills and allows for repeated practice
  • Provides engaging problem solving experiences
  • Supports classroom instruction
  • Offers immediate feedback
  • May incorporate peer tutoring/modeling
  • Most include elements of universal design
  • No risk for the students
  • Motivational


.org/issues/issue8_7/xyzgros/index.html --A. Walsh 20:19, 26 Oct 2005 (PDT) Edited by: --jreyburn 16:05, 28 Nov 2005 (PST) Edited by: --A Strand 11:08, 29 Nov 2005 (PST) Edited by: --Sefcheck 12:23, 24 Jul 2007 (PDT) Edited by: --A Zionch 21:33, 18 June 2009 (PST)


Positive and Negative Aspects of Video Games

Learning and Developmental Benefits

Video games can be a valuable, multifaceted, and powerful learning tool for students. Game-based learning provides many benefits for the learner. When quality games are combined with thoughtful and objective-based instruction, learning happens. It's when we fail at a task and recieve immediate feedback, showing cause and effect, that learning occurs. Learning benefits of Video Game-Based Learning (VGBL) include:

  • Deep digital engagement and interaction (active, hands-on learning)
  • Motivation
  • Differentiated instruction and customized learning experiences (multimodal)
  • Vocabulary expansion
  • Improving mental agility (mind-on learning)
  • Linking learning to goals and roles
  • Immediate feedback to guide/scaffold learning
  • Develops spatial abilities
  • Enhancess ability to process visual images for information

Reference: Game On! By: Deubel, Patricia, T.H.E. Journal, 20060101, Vol. 33, Issue 6 from ERIC database

Percell 02:12, 25 July 2007 (PST)

  • Motor Development- Games involve precise movements and coordination of movements as well as speed.
  • Affective Development-In many games, students have the opportunity to act out a role. Games help students to comprehend and be metacognitive about life experiences.
  • Intellectual Development-Games involve understanding of processes, problem-solving, and strategies. Many educational games also teach content.
  • Social Development-Games incorporate ways in which people relate to one another. Many on-line games allow gamers to communicate through "talk" or "type". Gamers often generate roles for characters in which students are influenced through values and attitudes of society.

Reference:

Gros, B. (n.d.) The impact of digital games in education. Retrieved 7/25/07 from, http://www.firstmonday.org/issues/issue8_7/xyzgro/index.html

Gillett, 01:59, 7/25/07 (PST)

Games and Violence

Games used for educational purposes should contain content that is appropriate and beneficial to learning. Please keep in mind that here is a major difference between educational games and arcade games! Cognitive Daily, The Influence of Media Violence on Youth. April 12, http://cognitivedaily.com/?p=40 A study done in 2000 by Craig Anderson and Karen Dill found a direct correlation between violent video games played and aggressive behavior and personality, not that it causes delinquent behavior, but that it might be one cause. The source also stated that there still are not enough long-term studies done.

--Alwalsh 14:12, 23 Oct 2005 (PDT)



The Gamer Generation

Use of Video and Computer Games Today

Video and computer games are quite common in our society. In fact five out of ten people in our country play (video games) view directory in one form or another. The variety of games and devices is astounding; companies race to put out video games and game products as the market soars. Both adults and children are major consumers of video games, today.

Cognitive Modifications Influenced by the Digital Age

The digital age of our current society influences the cognitive aspects of today's gamer generation. It's effects can already be seen in society. Ten cogntivite aspects due to digital age influence are as follows:

1. Speed-The digital generation has more experience in rapidly processing information.

2. Parallel Processing Versus Linear Processing-Students are more adapted to parallel processing or processing more than one kind of information at a time.

3. Visual Intelligence -Today's media includes more images and graphics and adolescents easily comprehend visual information.

4. Non-linear Learning-Today students learn through non-linear formats, for example, multimedia, internet and games. The gamer generation is thus use to the organization of information in a different format.

5. Connectivity-The gamer generation is involved in a connected world both synchronically and asynchronically. For this reason the new generation tends to problem-solve differently.

6. Active Learning-Today's studens learn through active experiences, including chatting, posting, and surfing.

7. Orientation Towards Problem-Solving-The digital generation approaches problem-solving as a constant revision of action or "trial and error" rather than in-depth planning of processes.

8. Immediate Reward-The digital generation needs to see immediate applicablity and thus should engage in authentic tasks.

9. The Importance of Fantasy-The gamer generation is fascinated by fantasy which has been encouraged by technology. In today's world if we can dream it, it could happen, with the rapid growth of technology.

10. Positive View of Technology-The digitial generation has a positive attitude towards new technologies whereas older generations are more likely to be frightened of having to become proficient with new technologies (Gros,n.d.)

Gillett, 02:00, 7/25/07

The Gamer Generation in the Workforce

Of the managers polled that are under the age of thirty-four, four out of five acknowledge they had experience with video games.Digital games offering powerful interactivity and reinforcement of particular behaviors have created adults that learn differently and require new and innovative training. The use ofWebsites provide trial and error learning, provide experiences that let them learn from their classmates or co-workers, allow safe risk taking, break the information into small segments and allow for self-pacing. There are some positive values that gamers bring to the table. They work hard to succeed and have a low failure rate. Gamers focus on the process and see themselves as very capable people. They learn best in an interactive environment and when a clear purpose is given. Edited by: --A Zionch 21:33, 18 June 2009 (PST)


References:

Carstens, A. & Beck, J. (2005). Get ready for the gamer generation, TechTrends, 49(3), 22-24. Retrieved from, http://vnweb.hwwilsonweb.com/hww/jumpstart.jhtml.

Gros, B. (n.d.) The impact of digital games in education. Retrieved 7/25/07 from, http://www.firstmonday.org/issues/issue8_7/xyzgros/index.html



Video Games in the Classroom

Potential & Current Applications of Video Games in Education

Image:kidsim.jpg


The Federation of American Scientists, or FAS, released a study, Harnessing the power of video games for learningcalling for the adaptation of video games into schools in order to help provide students with a high quality education. According to this study, video games require players to master skills sought after by today's employers, such as complex-design making skills, team-building skills, problem-approaching skills, as well as a variety of thinking, planning, learning, and technical skills required in an wide array of industries.

Since we see the impact of video games on student's lives, and the intense draw towards video games, it is natural that education would want to focus some efforts on utilizing this enthusiasm towards an educational goal.

Examples of current uses of video games in education:

  • According to a UK study, simulation games such as Sim City and RollerCoaster Tycoon, helped to develop strategic thinking and planning skills in children[4].
  • Austin Texas is looking at utilizing the state of the art technology of video games in order to produce educational learning products. According to "Wired News" they have launched a pilot program called [Enter Tech] which teaches students job related skills in a simulated environment.
  • Game Studies Game Studies is an international journal of computer game research. It's mission is to "explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming".

Several problems impede the integration of educational video games into classrooms. Typically, educational video games have not been aggressive competitors in the consumer market, according to the article, Scientists: Video games can reshape education The FAS preident, Henry Kelly, states that the financial burden of creating educational video games "is an investment that the private industry is not capable of taking." Therefore, in order to see widespread adoptation of quality educational video games in the classroom, federal government support is necessary to push this movement forward.

--jreyburn 10:46, 14 Nov 2005 (PST) --Twu 14:50, 20 Apr 2007 (PDT)

References and articles for potential and current applications

Wired News Video Games in Education

BBC News. (2002, March 18). Video games 'stimulate learning'. Web site: Video games 'stimulate learning'.

Feller, B. (2006, October 17-18). Scientists: Video games can reshape education. USA Today. Web site:Scientists: Video games can reshape education.

Federation of American Scientists. (2006). Harnessing the power of video games for learning. Summit on Education Games. Web site: Harnessing the power of video games for learning.


---

Effective Pedagogy using Video Games

Video games contain effective pedagogical elements necessary for players to learn the complex rules and strategies involved in difficult games. In the article, Learning by Design: good video games as learning machines, Professor James Paul Gee explains some of the effective pedagogical elements present in video games.

  • Learner-Centered, Inquiry Based, Discovery Learning activitiesIn video games, students are empowered learners. The active engagement in video games makes students active consumers of information, rather than passive consumers.
  • Motivational elements: Choice and Interest Video games with main characters with whom the student can identify with trigger a higher level of investment from the students.
  • Real-World Problem Solving and Feedback Problem solving in video games is often "pleasantly frustrating," giving students challanges with rules in a defined environment.
  • 'Safe Environment Video games provide players a safe, defined environment to experiment with skills they are just learning.

--Twu 15:16, 20 Apr 2007 (PDT) Gee, J.P. (2005). Learning by Design: good video games as learning machines. E-Learning, 2(1), 5-16. Web site: Learning by Design: good video games as learning machines




Educational Software & Video Game Resources

Games for Elementary Education

Math Games

2nd Grade Math

</tr>

</tr> </tr>

<td>1.2.1</td> <td>Doubles Concentration</td> <td> Doubles e.g. 4+4<td> </tr> </tr> <td>Shapes</td> <td>4.2.1</td> <td>Shape Concentration</td> <td>Identify 2 dimensional shapes<td> </tr> </table> --Alwalsh 19:28, 24 Oct 2005 (PDT)
Website Nevada Standard Instructions Use
Jeopardy Math 1.2.1; 3.2.1; 1.2.4; 2.2.1 Find Math Review ( 2nd grade) Add/subtr/time/patterns
On The Tracks 1.2.3; 1.2.6 Go forward or backward on tracks Number line/counting <100
Line Jumper 1.2.3; 1.2.6 Click on addition problem Number line/counting 0 to <=20 Math Baseball 1.2.1 Enter answer/play baseball?choose level of difficulty Add/subtraction

</tr> </tr>

<td>Doubles
Website Game Description Grade Level Appropriate
Edu Profix Helps students remember facts using an interactive racing game. Elementary Grades
Stagecoach Island A game utilizing a virtual world that teaches students about economics. Jr. High and High School
Sim City This game has been around for a while, but has been researched and shown to be a great way for kids to gain an appreciation for geography, and civics. Intermediate Elementary to High School
The ClueFinders This game is an interactive adventure that enhances problem solving, math skills, reading skills, spelling, pattern and sequencing skills. Designed for each grade level. Elementary School
Carmen Sandiego This is also a classic geography video game Intermediate Elementary to High School

--jreyburn 14:47, 14 Nov 2005 (PST)

  • Zoombinis
Description
Description

"Zoombinis" are the main creatures in a series of educational software made by The Learning Company designed for child education. The Learning Company recommends the game for children 8years old and up. Some elementary school math textbooks feature pictures of Zoombinis. The party of Zoombinis travel through a series of puzzles, which the player must solve to proceed. These puzzles often depend on the characteristics of the Zoombinis, for example matching Zoombinis with the same characteristics and none left over. Sometimes a player can complete a puzzle, but not well enough to take all the Zoombinis on to the next puzzle. Mathematical problem solving and reasoning needed to complete puzzles. [Wikipedia - Zoombinis]

Age Group: Age 4 to 8, Age 8 and Up
Type: Thinking Games
License: Free demo


--Young 05:19, 15 Nov 2005 (PST)


Cited Materials
[Wikipedia - Zoombinis]
[Zoombinis]

Language Arts/Reading Games

Phonomena http://www.mindweavers.co.uk/merchantadmin/layout/main.asp?sitepages=ProductsPhono software for developing Children's language skills

Science Games

http://www.kn.pacbell.com/news/CAschools/october2003/best-blue/argonauts.jpg

Adventures of the Agronauts

In this problem-solving simulation game students answer the question of how to grow plants on the moon. Students begin by learning about growing plants, then understanding the climate of the moon, then combining the information to answer the question. The game is broken into six modules. Each module incorporates problem-solving and writing as students take on tasks and report to the commander. It meets national third-grade standards in science.http://www.ncsu.edu/project/agronauts/

Gillett, 02:16, 7/25/2006

National Geographic Science Games

http://129.41.11.145/is/image/us/local/products/scene7/kids.jpg

http://www.nationalgeographic.com/kids/games

Percell 2:55, 25 July 2007

Social Studies Games

This portion needs edited!!!

  • JumpStart

JumpStart provides educational software in all subjects from grades K-6 in 3D format that is fun, exciting, and encourages students to want to learn. JumpStart is NOT a mindless computer game (although all the lessons are provided in a game-like atmosphere). They even have toddler software that parents can use on their own home computers. I found a couple of interesting items about JumpStart. First, JumpStart is available in several CD packages that include Toddlers, Preschool, and K-6 software educational programs. CD?s can be purchased individually by grade or in packages for a discounted price. Most packages consist of 3 grade levels as one bulk group. The cost for one grade level ranges from $12- $25. Some of the bulk packages with 3 CD's were as low as $20. This would seem to be in any teacher?s budget, assuming he or she was responsible for purchasing the software. Second, the many educators nationwide were extremely satisfied with the JumpStart series and incorporated it into their normal curriculum. For example, Karen Norton, the Arkansas State Teacher of the Year, stated "I use JumpStart almost daily in my classroom. The kids love it and I like the fact that a variety of skills are addressed in a very kid-friendly way." Learn more about Jumpstart.

Description
Description
  • PBS KIDS

http://www.wsbe.org/Icons/WSBE/About/pbskids.jpg

visit PBS Kids website here www.pbskids.org

Excellent games for K-5 students centered around popular characters from television such as

  • Cliiford the Big Red Dog
  • The Berenstein Bears
  • Barney the puple dinosaur
  • Arthur the storybook character
  • The Sesame Street Crew
  • and many more!!

Percell 2:35, 25 July 2007 (PST)

Games for Secondary Education

Math Games

This portion needs edited!!!

Language Arts Games

This portion needs edited!!!

Science Games

This portion needs edited!!!

Physical Education Games

Interactive video games have become increasingly popular in Physical Education. Educators have noticed a change in the levels of proper daily physical activity and have adapted their lessons accordingly. Technology has taken the youth by storm and therefore has led to an increase in obesity and a decrease in physical activity. Programs have been developed to bridge the gap between physical activity and technology

  • XAVIX

XAVIX is a system similar to that of a Nintendo. It allows its users to physically interact with the system. A TV and the XAVIX systems are all you need to get started. It provides a variety of products like interactive sports, fitness, education, and music. XAVIX interactive sports systems are available in baseball, bowling, bass fishing, tennis, and golf. Students of all levels can enjoy playing video games while exercising. The system is fairly inexpensive and keeps children active. Refer to http://www.xavix.com for more information. XAVIX has been compared to the Nintendo Wii, yet most physical educators have found that the benefits of XAVIX outweigh that of the Nintendo Wii.

  • DDR (Dance, Dance, Revolution)

DDR is a Nintendo based game played on the Sony PlayStation 2. It requires its players to dance to instructions given to them on a screen. This game has been popular since the early 1990’s and has now made its way into homes and schools nationwide. It is very easy to set up and allows your entire class to play along. Although only two mats can be active at one time, other students watch and follow along mimicking the motions without a mat. Funding is being established to help supply this game to schools. After school clubs have also been established to help students remain physically fit. More information at www.cooltechschool.com

Social Studies Games

This portion needs edited!!!


Other Information

Personal tools