Educators
are beginning to explore the use of video games in the classroom. Gaming is an area where many students
exhibit increased engagement. The
use of gaming in the classroom can transform the classroom into an environment
that students feel comfortable exploring.
The possibilities for extending learning using this format reflect
educators communicating with students in an arena where they have
expertise. There are several
websites that provide information on gaming in the classroom. Useful information on the topic can be
found on Edudemic and in Education Week.
For links to this information, please see the references and links.
Integrating
gaming into the curriculum is challenging. Many educators do not know a lot about gaming and do not
have the time to develop games related to the curriculum. The learning curve for the educator is
quite high is this is not an area of personal interest. Some classrooms have outdated computer
equipment that will not adequately support the gaming programs. This is also an area that does not
appeal to all learners. Research
shows that females are not as interesting in video games, and those that play
choose different games than boys (Hartmann & Klimmt, 2006). This poses a dilemma for an educator
designing a game. It adds complexity
to the concept to determine a design that will appeal to males and females.
Using
gaming in the classroom meets the needs of some of today’s learners,
however. Consider the population
of students that impatiently wait for school to conclude so they can get back
on the Xbox. These are students
that gaming in the classroom could energize. The classroom could merge with the skills they develop every
afternoon when the torture of school is finally over. With careful consideration to design, the gaming programs
could provide variety to engage additional students. Programs like SIMS allow students to learn a variety of life
lessons in the various scenarios presented. This appeals to a larger learner base and could expand the
appeal.
The
use of gaming in the classroom would benefit from exposure and training for
educators. Designing a program is
too complex for many educators, but learning to use an existing program would
be possible. The cost of the
programs and the hardware could be shared by some of the program
developers. Having educational
programs that are affordable in the classroom would increase their use on a
personal level. It would also provide
companies with an opportunity to contribute to educational development.
References:
