Since the
beginning of the 20th century and the dawn of high-end technology,
the question of allowing technology into one’s classroom has been a prominent
discussion. Many professionals easily disregard online games claiming them to
be a waste of time. Some may even refuse it for the sole reasoning of the
students’ lack of accessibility within the classroom or even home realms. Misconceptions
such as games making kids hyper, stupid or anti-social have managed to invade
educational discussions of whether or not online educational games are fruitful
in the classroom. For some reason, the older generation of teachers chooses to
believe that relying on technology will eradicate the basic necessity of books.
Games, however, can supplement these time-tested pedagogical practices that
they have for so long relied on. Finally, there is a more than adequate
solution to short or even long-term problems found in all classrooms. Thus
having the best of both realms, both new and old. Research has shown that
online games within the classroom have provided students with cognitive,
motivational, emotional and social gains (Shapiro, 2014).
According
to Granic, Lobel, and Rutger’s “The Benefits of Playing Video Games”, gameplay
has provided students with the opportunity to improving their attention, focus,
and reaction time thus sharpening their cognitive abilities (as cited in
Shapiro, 2014). In addition, playing these games have provided students a shift
between an incremental theory of intelligence rather than an entity theory of
intelligence. This means that by playing the games, the students begin to
believe that their intelligence is malleable and can be increased through
effort rather than it being unchangeable (Dweck as cited in Self-Theories, 2014). Lastly, allowing
students to utilize games can induce positive moods and allows the students to
“translate the pro-social skills they may learn from participating in
multiplayer gameplay onto peer and family relations outside the gaming
environment” (Shapiro, 2014).
These
aforementioned gains have barely grazed the surface of why online games should
hold their rightful place within classrooms. While most classroom instruction
is composed of lectures, the need for differentiated learning for all students
calls for something more. Educational games provide just this: a medium to
reach students whether it is through kinesthetic, visual, or auditory means
(Pennola, 2009). However, it is important to keep in mind that not all games
available on the Internet may be appropriate for educational use. In choosing a
game, it is helpful for the teacher to keep in mind the set standards available
for guidance as provided by the International Society for Technology in
Education for Teachers. One of the standards states that a teacher should
“design and develop digital age learning experiences and assessments” (ISTE,
2008). This involves “designing or adapting relevant learning experiences that
incorporate digital tools and resources to promote student learning and
creativity” as well as “customizing and personalizing learning activities to
address students’ diverse learning styles, working strategies, and abilities
using digital tools and resources” (ISTE, 2008). This standard is a helpful
guideline for any teacher who wishes to incorporate an educational game into his
or her lesson plan. Focusing on the game’s aspects and whether or not it
provides the students with the needed differentiated instructions is what will
ultimately let the teacher know whether the educational game is serving a
purpose.
The notion
of all teachers making themselves comfortable with educational games can serve
as a benefit to not only the general education classroom but to the special
education realm as well. These educational games can easily serve as an
accommodation to a student with special needs. There are various ways to use
these games in order to reach students with disabilities. These games can also
be used as modifications because the Internet provides a plethora of links that
give the teacher the opportunity to design a game the way they would like it to
giving them the opportunity to personalize a game for a specific student’s needs.
Assistive Technology like tablets for students with disabilities make these
online games more easily accessed eradicating any fears that these students may
not be able to access the game the teacher had in mind.
There is no
doubt that online educational games will continue to infiltrate today’s
classrooms. With all this in mind, applying the proper online educational game
becomes even more important as to prove that these games hold a rightful place
in the classrooms. Technology is on the rise and part of being an effective
teacher entails providing one’s students a well-rounded education. Given
today’s resources, being “digitally-able” is part of that educational setting.
By allowing one’s students to explore the educational side of the internet with
the use of effective online educational games, teachers are setting the example
of what the Internet can be fruitfully used for. Because most of what is taught
in the classroom is done in hopes that these students will take what they learn
and bring it home and to the rest of their environments, showing them the
useful way to use technology within the classroom is a good start for them to be
able to effectively utilize it outside the classrooms as well. Introduce a fun,
educational game to these students and maybe, just maybe, they will be on that
in their spare time instead of mindlessly scrolling through Facebook.
References
ISTE standards*Teachers. (2008). Retrieved from http://www.iste.org/docs/pdfs/20-14_ISTE_Standards-T_PDF.pdf.Pennola, N. (2009). Education through video games. Center for Teaching Excellence, United States Military Academy, West Point, NY. Retrieved from http://www.usma.edu/cfe/Literature/Pennola_09.pdf.
Self-theories (dweck). (2014). Retrieved from http://www.learning-theories.com/self-theories-dweck.html.
Shapiro,
J. (2014, June 13). Benefits of gaming:
What research shows. Retrieved from http://blogs.kqed.org/mindshift/2014/06/benefits-of-gaming-what-research-shows/.
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