Continuing my search for research, articles and examples where schools are successfully using video games as integral to their learning curriculum....
...the following article, “Video games ‘stimulate learning’”, that appeared in the BBC News / Education, dated Monday, 18 March, 2002 .
This article was written approximately 8 years ago and the opening sentence begins, ‘computer games could become part of the school curriculum’. Interesting that the authors choose the word, could, and yet it would appear to me that little has changed in regards to video games being included in the curriculum in the years since this news item was reported.
According to the article, research findings have found that children who participate in video games, develop significant skills that included strategic thinking, planning skills, and with improvements in mathematics, reading and spelling. These findings are supported by Compton-Lilley who further states that video games are successful learning tools because they ‘engage children and hold their attention’. (2007, 718) Little argument could be broached that these are important and necessary skills to be developed in the classroom and yet educators have failed to adopt video games as part of the curriculum. The report suggests that due to a strong content driven curriculum, teachers find it difficult to justify children spending important classroom time playing video games.
As a teacher in a Queensland school, where the curriculum is currently being driven by national testing results, I feel this is justified. However, the report further suggests that educators would use video games more often if the games themselves were linked to the curriculum and the factual information was accurate. There is already a wealth of educational games on the market that claim to do just that, but these games have received heavy criticism especially from gamers themselves because in an effort to be educational, the games often lose the fun element. Gee, on the other hand states that, ‘Good video games incorporate good learning principals.’ (2005, 33) and I think the news report misses this point. Teachers need to be re-educated themselves to the educational advantages of incorporating video games into the curriculum not trying to fit video games to the curriculum content. Compton-Lilley (2007) supports this notion by paralleling the learning and teaching of reading with the playing of video games using Gee’s learning principals.
References
Compton-Lilley, C. (2007) What Video Games Teach Us About Reading in Reading Teacher; May 2007, Vol. 60 Issue 8, p718-727 accessed 15/10/10 from
Gee, J.P. (2007) Good Video Games and Learning Collected Essays on Video Games, Learning and Literacy. Peter Land Publishing Accessed 10/10/10 from
One key issue you have touched on here which stood out to me is that of justifying the use of videogames in the classroom. I agree with the report about the necessity to link the games to the curriculum as you stated, in this current climate of overcrowded curricula. Apart from a lack of easily identifiable resources for teachers to do this, I wonder if a lack of professional development on videogames and other forms of digital media also play a part, particularly as many of those teaching now are not digital natives? It will be interesting to see if the nature of teaching evolves to include more videogames as those we are now teaching become the next generation of teachers.
ReplyDeleteI feel for you as you struggle in the public school system with so many issues! And the decision to include or not include videogames as a tool for teaching in your classroom just adds to your responsibilities. To help in your hunt for examples of successful videogame use in schools, please take a look at my posts in regard to Quest to Learn. Hopefully positive examples of videogames use in schools will help us all make informed teaching decisions.