"Who dares to teach must never cease to learn." ~John Cotton Dana

Saturday, March 9, 2013

Double Journal Entry #7

“To effectively transfer learners’ motivation from playing to learning, teachers must repeatedly play a given game and design rigorous learning activities that correspond to the game.  Only through this investment can the learner unveil the layers of the game design and connect game-related elements to curriculum-related matters, especially when the function of most game designs is to entertain and engage players, not educate them.” 

I chose this quote because I believe it is the most important part of integrating games into the classroom.  The teacher must be able to create authentic, relevant learning experiences through the game.  What the student is learning from the game play must be curriculum and standard related; otherwise, it is just playing.  From my experience of seeing how technology is used in the classroom, most of the time it is just playing, or used as busy work.  The teacher lets the students play games, but isn’t involved at all.  There are no learning activities to go with the game, and no discussions about what the students are doing.  In order for the game play to be beneficial to students, the teacher must relate it to the real world.

Additional Resource

I chose the article “Why Games and Learning” because I thought it made a great point about the three key moments that happen during game play that have important implications for learning.  The first moment is when the player approaches the game and wants to give it a try.  This has an important implication for learning because it is the point where the learner is motivated and interested in a new concept.  The second moment is when the player wants to save the game and return to it at a later time.  This implication is important because it shows that the learner values the information and wants to expand on the experience.  The third moment is where the player masters the game and is able to teach others how to play.  The learning implication is that the student has now become the expert and can share that knowledge with others.

Resource

Institute of Play.  (2013).  Why Games and Learning.  Retrieved from http://www.instituteofplay.org/about/context/why-games-learning/

3 comments:

  1. The three key moments you described can also serve as potential assessments for teachers to understand if the activities they are implementing in their classrooms are engaging students!

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  2. I thought about this too while I read this article.... that at some point the connection between what the student is playing and what the student should be learning needs to be made, or else it is just playing. Although I also thought about the readings and videos we watched earlier in this course, about how gamers have greater responses to details and gained problem solving skills, which seemed to be without the connection being made. So, to me, it seems like higher order thinking skills are being created and reinforced regardless, but that games really have potential when lessons tied to standards are being used to complement that. Which seems very powerful for both the student and the teacher.

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  3. I like your comments about the quote. I agree that games used without curriculum and standards are meaningless within the classroom environment. However, I also want to add that if it is not a relevant or authentic learning experience, the students will continue the age-old question of "Why do we have to learn this? I'm never going to use this in real-life." I get those statements a lot in mathematics classes when teaching trigonometry or other geometric subjects.

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