I was really surprise about the
information form the article named Games as a Part of Today's Culture. It says “80%
of gamer-parents play video games with their kids. And 66% of those
gamer-parents think that playing games brings their families closer together. .”
(“None to Claim Their Bones,” 2013, para.8).I never think playing game together
make family relationship tighter. It was an interesting information to me.
Actually, today’s kids are growing by playing digital games. They are a part of
their daily life. However. are they fit for education?
As we see digital games everywhere,
they are in classroom, too. According to some people at the National Science Foundation and the
MacArthur Foundation, these games meet standards-based
academic content and 21st century thinking skills at the same time (“None to
Claim Their Bones,” 2013, para.2). These games create an efficient and fun environment
for learning experiments. Moreover, they
provide students communication, collaboration, problem solving, and even
thinking in a different way. Maybe, the most important feature of game-based
learning is supporting experiential learning. Plan formulation and strategic
thinking are also other good qualities of some of games.
These games are really useful to teach
something students. After playing these games, they reflect their knowledge to
real life. For instance, according to the article named What About Games Makes
Them Good for Learning?, “if a player has to learn about ratios in order to
feed the monsters and free a pet (goals that she's taken on because of her deep
engagement in the game), it turns out that she's very, very likely to put in
the effort to learn about ratios.” (“None to Claim Their Bones,” 2013, para.12).
In the video named School Mods: Gaming the Educational System
from the link http://www.youtube.com/watch?v=auP-eq17U1g
, a person identifies himself as a computer addict. He says he learned using
computer before starting walking. He talks about some innovative video games
companies that produce some games based school content such as money management
skills, algebra equations, and protein puzzles. The person in the video says he
does not understand why school curriculum is not turned to game based, even
though these games have a quality that teach these school content faster and more
effectively than ever. As students learn with different speeds and different
learning styles, he asserts that teachers cannot go up or go down to every
single student’s level at the same time and with the same educational tools. He
says digital games meet these needs. They meet individual pace, individual
focus and individual ability. He also says we mostly learn through our failure.
However, if this failure is in the traditional learning environment, it is
nothing just humiliating. IF students fail in a digital game, this failure
makes students more willing to play. There is a really big difference between
gam-based learning and traditional learning in terms of this situation.
All in all, game-based learning open
us more efficient door for students, teachers, educational system positively.
We cannot wait to use this new model for education.
References
“None to Claim Their Bones,” (2013). Retrieved from
“None to Claim Their Bones,” (2013). Retrieved from
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