This topic relates a lot to the virtual worlds discussion yesterday, so I have several similar feelings about gaming in the classroom, but those feelings are both good and bad. I realize that we are discussing mainly virtual games, but the educational value of gaming in general has been proven for long into educational history. My personal learning style defends the use of gaming, because I am a visual, learn-by-doing type of student. That mixes well with my slight (sort of :) competitive nature and pulls me easily into most games/activities, either in groups or individual. Again, combining this line of thinking with the idea of students using relevant technology of interest to them, I can see our activity paradigm naturally shifting into a virtual format. Everything else is on computers by now, right? There really is neat stuff available, too; so I figure it shouldn't go to waste if you're prepared to use it the right way (as scaffolding rather than the teaching itself).
As far as students creating their own games.......I think this added dimension would make me much more apt to use virtual games at all. Creating is in the upper level of taxonomy for a reason- especially with something like a game, the student has to see the big picture first, and then analyze what the picture looks like. The critical thinking needed to complete the game is there, in addition to the critical thinking needed to determine what it means to even complete the game and/or how that happens! Of course, I wouldn't want to force everyone into creating a virtual game- I'm sure I will have at least one student without a technology preference (like me!) who will want to draw or make/build his or her game, but the process is the important part. This is a good example of how the technology is merely the means to the end. With or without it, student learning is the goal, but with technology can provide sometimes provide a more relevant means to that same end, and in some cases, maybe more effectively.
Quite right! Thank you!
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