Thursday, February 26, 2009

Educational games must be created and integrated into classrooms.

 Over the past few weeks we’ve been discussing both the benefits and weaknesses of gaming.  For the most part, many of the problems that are seen in regards to gaming are confined to Massively Multiplayer Online Role Playing Games (MMORPGs) while the benefits of gaming are found in educational games and those oriented toward social change, though benefits are also found in MMORPGs to a degree.  As research shows, educational games have an impact on traditional students and an even larger one on students that have fallen behind their peers.  Students also experience an increase in their comfort level with technology as they use computers.  By preparing students intellectually and helping to decrease the digital divide that exists because of differential access to technology, use of computer games as educational tools in the classroom should be increased. 

As discussed during Diane Pozefsky’s lecture, Serious Games, educational games allow students a much greater degree of freedom in their learning.  Students learn more quickly and forget information more slowly.  Students that have not responded well to traditional educational styles tend to benefit even more from game based educational tools.  Games are successful in education for a number of reasons.  They allow students to experiment without the fear of failure or consequence.  Games also reinforce students’ progress with levels and points.  By rewarding success, students are encouraged to continue playing the game.  Lastly, games provide continual feedback for how a student is performing.  This helps to ensure that a student isn’t just practicing a concept, but practicing the concept correctly.  Physiologically, games also increase dopamine levels in the brain.  Dopamine is associated with cognition of reward in the brain and is pivotal to learning as the brain learns to repeat actions that induce award.  Because the student is winning while they are learning, their dopamine levels increase and the brain learns the action more efficiently. 

The digital divide is the gap that exists between people with access to computers and technology in general and those without access to it.  This is particularly detrimental to students are moving into university life or into the work world that lack basic computer skills.  By bringing more computers into schools and encouraging students to utilize them for educational purposes, students are more comfortable with technology and thus more likely to experiment with computer use outside of gaming programs.  When students are not afraid of computers, they are much more able to find solutions for computer problems as they arise.  This prepares them for life in the professional or academic worlds which are becoming almost completely dependent on technology and computers.

Lastly, there must be an increase in the number of games being produced for educational purposes.  Unsurprisingly, there are not a large number of educational game designers because the market for educational games is relatively small.  By introducing gaming in to public school curriculum, the market would expand dramatically and innovation would come to the educational software field.  The government could also offer grants to designers that focus on creating effective educational games to spur the industry along.

By increasing the use of educational games in the classroom, students would benefit intellectually in the short term and in the long run by exposing them to technology and thus improving their general computer skills.  There are some problems with the idea of introducing computers and educational games into classrooms.  What are some of the issues?  Do you think that you as a student would learn more efficiently using a computer?  Will we ever reach the point where a teacher is obsolete?

17 comments:

  1. We've been discussing the problem of internet addiction and being "too connected" a lot in this class. When we start to use games and rely on internet usage for teaching, are we encouraging this in our students?

    I find in my own computer use during class, my attention is constantly being re-directed toward my computer. Though I'm taking notes in a more organized and comprehensible manner, I am also checking my e-mail, reading the news, and working on homework at the same time.

    Using games for educational purposes, though, is a completely different issue. Recently, I used an online "flashcard" game to study vocabulary for the GRE. The game sustained my attention, challenged me with "goals," and also saved the laborious notecard-making process. I ended doing well on the verbal part, and I attribute that in large part to the online game that I played.

    In today's modern, connected world we must address our students in this fashion, but also in a diverse array of ways. I think the integration of games as a form of teaching (and of quizzing information) is integral to the progression of our education system. I think the balance between real-life teacher and game/computer usage is integral to sustaining students' interest and teaching them in a variety of comprehensible ways.

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  2. I'm not the greatest typer in the world. Never really have been. But one of the things that helped me greatly improve my typing skills (other than IM) was a program called Mavis Bacon. It was a virtual classroom with lessons and games. I think what the professor mentioned in class about our innate sense of competition that makes us want to play games rings true and is a reason they should be incorporated into the classroom. I improved at typing in the Mavis Bacon games because they provided me with a bar -- number of words per mintute -- that I wanted to constantly keep beating.

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  3. I guess one of the problems with educational games could be the student not focusing on the task at hand and doing something else like surfing the internet on a computer. Though when I think about my experience with games for educational purposes in elementary and middle school, I never remember even thinking about doing something besides the game that we were supposed to be playing. I also don't remember anyone else getting off task. I think just the pure fact that it is a game is enough to keep a lot of people entertained an on task especially if it is something that they only get to play occasionally.

    As for other games like DDR, I have trouble thinking of a problem that could arise from its use. I guess a problem could be that it might make the students who have trouble doing DDR feel self-consciousness and maybe they will quickly lose to end their turn or whatever, but I feel like those time of issues happen already in just regular PE classes.

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  4. Introducing computer and educational games into the classroom as discussed above has been shown to have several benefits to the students. However, the lack of implementation of such electronic devices in the classroom may lie on the effects doing so would have on the teachers. Many teachers' incomes are already lacking, but implementing computer education in the classroom could further jeopardize their jobs. Possibly this threat to job security in an already waning economy has decreased computer education in the classroom. Another reason may be the lack of interaction with teachers and other students if computer education enters the classroom. For me at least, when I'm busy doing an assignment on the computer I completely drown out everything around me. Such a state in the classroom could result in a potentially smarter set of students, but at what cost to social skills?

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  5. I don't know that MMORPG's are a direct tool for learning, but I believe they contain a avenue for an individual to gain interest in computer networking. This is partially a stretch, but i know that many forums have developed around these games where people are able to share ideas as well as teach talents that link with the game as well as the virtual world. People can learn/gain interest in basic coding languages through playing these games, they learn about hardware for their computer system, because they are constantly trying to upgrade their computers abilities at a low cost. Many utilize their own server to host these online games. And like this post stated this all helps decrease the digital divide. It allows digital immigrants to learn through peers who have experienced the same daunting task of assimilating into the internet community.

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  6. I think that implementing games is a good idea, but only if started early and integrated with other types of learning as well. Although gaming may take some of the stress off of the individual, other stresses are added as well. A student may feel self-conscious because of their lack of technological skills, however if implementing computer learning games in pre-school children who do not have access to computers at home may enter the school system with the confidence needed to succeed with these types of games because of prior experience. I agree that this could challenge socialization, but if games were created that involved the entire class, it could be effective for both learning material and social skills. If the entire class is able to play a game and the students could work in teams then I see how gaming could be used as a successful learning tool.

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  7. Let me start by saying that I am NOT a gamer. Occasionally I will play solitaire on my computer as a mindless activity to pass time/relax; otherwise, I find computer games and video games a complete waste of time. That being said, I do understand the benefits of implementing games as an educational tool. I am in full support of using any/all available technology that we have at hand in today's modern world, IF they are intended for "good" (for lack of a better word) purposes.

    I, for one, am one of those learners that does better when I am able to interact with the material, either by talking it over with my peers, experimenting with the information to see actual results, or using a whiteboard to write things over and over again to implant in my brain. Thus, I think that implementing games in the classroom could be a very useful tool for students like myself. There is nothing better than hands-on learning and experimentation, especially when there are no risks at stake. Furthermore, because students are playing a "game", which implies fun, creativity and entertainment, they are more likely to actually participate and enjoy learning, instead of simply reading from a textbook and writing papers.

    However, I believe that the use of Serious Games opens a huge can of worms for people (like myself) that may not be so inclined to play computer games. If students are constantly "playing" on the computer in class, they are probably much more likely to explore further into the internet to see what else is available to them, which may perhaps trigger an "addiction". Furthermore, if children use computers in the classroom much more and still use the internet in their daily lives to check email, facebook, IM etc., the amount of time that these individuals spend on their computers, rather than normal social interaction, may become absurd. Sooo, the question remains...where should the line be drawn?

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  8. I love this idea of integrating educational games into classrooms! When I was in elementary, middle school and even highschool we had games ranging from the Oregon Trial to Mavis Beacon. Mavis Beacon especially helped me to become a very skilled typist. I think if it wasn't for such games that some classes would have become a real bore to me. Yes, we as individuals do spend A LOT of our time on computers but why not spend it doing things that are geared towards our educational skills. I do not believe that by integrating educational games into the classrooms will take away from social interaction at all! That is completely absurb! Your in a computer class, playing an educational computer game or a math class playing an educational mathematic game on the computer, how can this possibly be bad. I see it more as a benefit, especially for the generations coming up behind us. so..Educational games or games that really had no purpose such as Heads up, Seven Up?

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  9. I think that games are helpful when learning. I myself am an extremely visual learner, so it's hard to listen to a teacher talk all class and retain it all. I don't think games will ever take away the need for a teacher, because teacher's can provide other ways for children to learn. I think some issues might be that students will become dependent on games to learn, and not utilize other methods. I think that it would be hard to create a game about history, for example. So in the end I think that games are becoming necessary, but it should not be allowed to dominate.

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  10. I agree with your argument that educational games are great tools for learning. I don't, however think that educational games will replace teachers. They are good supplemental sources of education, and there is a large, untapped market for educational games. It seems that there is an image nowadays that educational games are lacking in quality and are not as fun as their non-educational counterparts. If there were more interest in educational games, however, larger game companies with more resources and with more experience creating entertaining games might then create educational games, adding not only to their reputation, but also to their legitimacy as games as well as educational tools, thus bringing further legitimacy and interest to the market for educational games

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  11. Love this post! I think that educational games are the best type of games around. I know for me personally, they make me want to better myself and actually progress to the next level. Also, they also give me the necessary skills to help others who might struggle in the same area as me. I will then have to ability to teach and help them advance to the level I did. I think that by integrating games and education, it spices up lessons and will actually incite students to want to learn and remain focus to the task at hand. I think that statistics will generally rise because students will become less distracted and that this idea could potentially be very cost effective. In the long run, the government, as well as parents, might not have to spend the extra funds for supplemental learning if children are actually learning. The old traditional way can be a bore sometimes and it is up to us to change this.

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  12. A few years ago I was lucky enough to be in an ECON 101 class where a game used as part of the instruction. It basically simulated a market and the players alternated between being a buyer or seller, with certain price or budget restrictions imposed during different rounds. For me this brought to life and clarified the relatively technical, bland, and sometimes confusing language in the textbook. While I recognize the utility of games in general, and especially in this type of technical class, I'm not sure their aid would be able to transfer over in to some types of courses. I just don't see myself being able to use a game in my current history class as a way to better understand the material. Sure, it could be used to recreate some battle scenarios but these are minor points within the larger course framework. Sometimes, it's just necessary to do traditional, boring, dry reading and go over it through discussion or lecture. The role of games in courses such as this would have to supplementary rather than primary, and quite limited at that. However, in more technical or hands on courses where simulations and case studies are often used I think that there is great potential for gaming and this could expand the feedback and options available for students. I do not think, though that teachers may become obsolete because even in technical classes which could benefit from simulations, the feedback and guidance of a real live person is an intangible necessity, otherwise we might be incredibly proficient but interact like robots.

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  13. I think the best point about the post is the digital divide--it's real, and very concerning. While most of us now think of it as a young/old divide, I'm more concerned with the rich/poor divide that is arising. Educational games are great, and would certainly produce more computer literate students. But too many schools in low-income areas cannot even afford desks for all their students, much less computers for them to learn on. This is not to say to keep computers out of classrooms that can afford them just to keep the playing field level. But I do think it's important that we stay aware that computers are still a luxury for many people, and we need to find a way to get them into all classrooms, not just those who can afford them.

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  14. Gah I completely forgot to post my two comments, so here I am several hours later... In regards to educational games, I too agree with Sam that there is the issue of money being unavailable for computers and the educational software itself. If the government got behind it and actually increased funding, it would be different. I don't think I learned about them in school, but I remember playing Math Storm and Treasure Mountain from The Learning Company and I always thought of it as simply a game, even though I was doing math to play it. Also, did anyone else play the Castle of Dr. Brain game by Sierra? These were great games and I think Dr. Brain would still kick my butt on some of those puzzles, even today. I feel like educational games were pushed more in the early 90s when all of computers were a new technology but maybe that's just me.

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  15. I agree with this post, as a child my parents allowed me to play on the computer, but it was always some sort of educational game. I think I was in 2nd grade when we got out first PC, a Gateway which came with different software packages, so of course my parents ordered something that would be "brain stimulating" for me. I played games such as Math Blaster, various games from 'The Learning Company', and several others.

    I now have little nieces growing up, and they have transitioned to using the Leapfrog series of interactive games for learning. Through my experiences and watching the little girls play their games, I do understand how educational games can be very useful in aiding to teach children. Only as an aid though, and to answer the question posed in your post: I never think teachers will become obsolete. There are certain things that a personal instructor can provide that a PC never will be able to grasp.

    In the future the use of computers could become more important in schools. I hope eventually every classroom has at least 5 for their students to learn from, and I think this is very important. If we look at how much of our lives are centered around the computer (and internet) and the information and tools gained from the device, think about how important computers will be in 20 years. Cars may even be run by computers, so I think it is critical that every person have adequate skills to use a machine.

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  16. Thomas poses a question at the end of his post: will teachers ever become obsolete?
    I think the issue of educational games also raises the issue of what the real definition of a teacher is. Who is to say that a computer character that we interact with isn't a teacher? After reading the above posts, it seems most of us have a love for Mavis Beacon much like one we would have for our favorite teacher.
    Like we've said, educational games have their pros and cons. One of the first things we talked about in this class was multi-tasking--and educational learning is one of the most prime examples. We're learning, typing, processing visual information, etc. all at the same time--a pro that we are absorbing the material in different sorts of mediums. We are also tempted with checking our email, Facebook, etc--a con of multitasking in that we take away focus from its educational benefits.
    I think judging a game as completely good or completely bad is impossible--but I will argue that educational games are just going to become more prevalent so we need to find ways to multi-task effectively and diminish the cons.

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  17. The various benefits of educational games makes it obvious that they should be in classrooms. Improving education is the best strategy for improving many of the issues our society is facing currently, and the incorporation of educational games into education could be a step in the right direction. Educational games will allow for more rapid student development, and prevention of falling behind. It will also acclimate students to computer use, which is becoming increasingly vital. Generally unmentioned in the readings, in class discussions, and in Mrs. Pozefsky's presentation, education by computer software would also contribute to standardization, increasing the distribution of quality education.

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