I don’t think I have yet been convinced about the benefits of using video games as a teaching tool in my classroom but I am mindful that my research has only just begun. And I also ponder my own bias that I may have brought to the research, “Did I subconsciously negate the findings due to my own pre-conceived ideas about video games?”
I am convinced of the many educational benefits that video games can employ such as complex thinking, problem solving, risk taking and cooperative learning skills. I agree that video games especially virtual reality games are both exciting and educationally productive but I am also questioning the amount of time children already play these games in their own leisure and wonder, ‘How much time do these children need to spend playing games to reap the rewards?’ It may be argued that if children are already gaining these important life skills in their leisure pursuits, do they still need to use valuable school time as well? Especially, considering most of the games do not align will with the current curriculum.
What of education games and fun games? I am reminded that Floyd (2008) describes ‘educational games’ as akin to hitting oneself over the head and that the games themselves often lose the fun element when they become educational and thus lose their appeal to gamers. I guess, what I am asking game designers to do, is to develop video games that mirror ‘fun’ games but also align with the curriculum. Part of my job as a teacher librarian is to support the learning that is happening in classrooms and I am not sure that allowing children access to video games especially virtual reality games will meet this mark. On the other hand, I have accessed fantastic games that fit neatly into current units of work that the children found to be motivating, challenging and fun. Virtual reality games are fantastic, but the content would have to be very carefully crafted to meet the educational needs but retain the fun element.
While I found little research about the teaching of the ‘video game’ genre specific to young people, I think there is a real need to teach children the critical literacy that accompanies the culture that surrounds many of these games, in the same way that we teach children visual literacy in comprehending movies, billboards, commercials. It is embed in the current culture and as educators it is our responsibility to ensure our students are making informed choices and understanding their world. i.e. they need to learn about the games themselves so they can recognize gender bias and representation and the concepts they regularly encounter.
Would I include Wii gaming consoles in the library now? I honestly don’t know. I do know that it would make me the most popular teacher in the school but I am not interested in popularity.
I have asked other local schools about their use of Wii gaming consoles. One school has a Wii in every pod of classrooms (4 classes). And how were they being used? Who used them? The answer: as a reward for students who displayed good behaviour or excellent work ethic during the week! Needless to say, I want a teaching tool that is more than just a reward at the end of the week.
I want to engage my students in their learning in the same way video games engage them but I am not yet sure that the video games I have uncounted will meet this mark. However, that is not to say that I will disregard video games. I try to carefully choose the learning tools that will enhance the learning and engage the students in my class and if I am able to locate a virtual reality video game that achieves this end, I will adopt it into my classroom pedagogy in the same way other learning tools are adopted.
Confused Teacher Librarian