As I entered into an elementary classroom
for the first time I wondered how I would arrange my classroom, what I would
plan for my students, and how I would keep them interested and entertained
while learning. After meeting my
students I began to realize that the students needed more than just pencil,
paper, and lecture teaching. I began to
realize that the students needed technology because that is what surrounded
them at home. Many of my students could
not wait to go home and play video games.
At this point I knew games would have to be included in my plans if I
truly wanted to keep my students entertained.
I think gaming can be beneficial in any
circumstance because people are learning when they are playing games. People are thinking through situations, exploring
new things, and in some circumstances socializing with others. Gaming does not
just start off with knowing everything and “conquering” something without
thought. Gaming involves exploration,
experiment, and challenging oneself. I think Clark Aldrich’s article, Virtual World’s, Simulations, and Games for
Education: A Unifying View (Aldrich, 2009) , gave a perfect example of these steps
by comparing them to a swimming pool. A
swimming pool is new to children when they first encounter it. The children begin by exploring what it is by
starting off in the shallow end. The
children then begin experimenting with what can be done with and in the
swimming pool by holding their breath and doing tricks. Finally they challenge themselves to go to
the deep end and then take it further from there. A child can do this with gaming. They first explore what the game is about
then they experiment with different things that can be done. Finally they challenge themselves to reach
new “levels” through exploration and experimentation.
Are we ready for the new gaming paradigm?
In allowing children to explore,
experiment, challenge, and entertain themselves I believe we should be ready
for the gaming paradigm. The students are able to use devices and have grown up
with technology surrounding them therefore I feel we are ready. Computers and smart devices are what students
feel comfortable with. However, one
thing mentioned in the video Game
Changers was financial constraints that may block school systems from
having technology available for gaming in the classroom. As we notice in education the finances
available is one the biggest challenges we face. I thought it was very
interesting that there were tablets available for $35 in India that was similar
to the iPad and an Android. If we had
this available for all of our students I think we would be able to afford the
technology for classroom use.
Another factor that can hinder gaming in
the classroom would be teacher education of technology and their comfort level
with the use. I hear all too much in my
elementary building that technology is not used because teachers do not know
how to use it. A trend is noticed
amongst the older teachers in the building who did not grow up with technology
around them. These educators are used to
teaching with paper, pencil, and lecture and are afraid of change. They are afraid of change because they are
not given the opportunity to experiment and learn about the benefits of
technology in the classroom. I thought
the article Immersive Learning for
Teacher Professional Development (Burns, 2012) was very interesting. I have never heard of an interactive
classroom for pre-service teachers to practice teaching with. Even though this program is expensive I think
it would really help with all teachers to become more comfortable with trying
new things without the thought of failure in front of an actual classroom.
If the school systems start providing
professional development opportunities to gain knowledge about the benefits of
gaming and also allow a hands on approach to make educators feel more
comfortable then I think every district will be ready to approach the new
gaming paradigm. We as educators need to be open minded, notice the benefits,
and allow change in the classroom. I feel the overall results would be more
engaged students, student centered learning, and students reaching higher level
thinking (bloom’s taxonomy). Teachers, with proper professional development,
will feel more comfortable with technology and will not have to struggle to
meet the different levels of students and struggle to engage students with
their learning. As for a district, I
think you would notice a whole new morale of student engagement, participation,
and enthusiasm. You will have students
who will want to be at school rather than feel they have to be there.
Overall, I feel we are ready but we need to
make the steps to make it a reality. We need to start using the knowledge and
resources we have to get to that reality.
We can easily create $35 devices, make an importance of professional
development for technology, and educate on the benefits of gaming and
technology use in the classroom. We
cannot accept that paper, pencil, and lecture are the way that has always worked
and will always work. The era has
changed from that, we are now in a technology driven world that students know a
lot about. It is time we put their
knowledge to use and challenge them to reach new levels while engaging them.
Aldrich, C.
(2009, 12 12). Clark Chart. Retrieved 1 15, 2014, from Virtual Worlds,
Simulations, and Games for Education: A Unifying View:
http://www.clarkchart.com/2009/12/12/virtual-worlds-simulations-and-games-for-education-a-unifying-view/
Burns, M. (2012, 4). elearn Magazine. Retrieved 1 15,
2014, from Immersive Learning for Teacher Professional Development:
http://elearnmag.acm.org/featured.cfm?aid=2181208
Game
Changers. http://www.livestream.com/nytschoolsfortomorrow/video?clipId=pla_f5879bc8-7e85-435c-be01-17737bd28c6b
Yolanda, it was refreshing to hear a practicing teacher be supportive of games and what they can do for today's students. It can be quite a challenge to integrate this new kind of learning in the classroom but face it, we have known for a long time that games can motivate students, we now just need to include digital games in our strategies and ensure that the games we use will indeed enable more learning, not just more engagement. I love the analogy of the swimming pool and this author was so correct. We just have to get our feet wet and like children, learn new tricks as we are having fun. That is precisely what they are doing on their digital games and we have something to learn from them on how they do this successfully. That is part of the problem, teachers have forgotten what it is to learn and enjoy learning along with their students and technology requires that you stop being that person who knows everything in the classroom. Thanks for your post!
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