Monday, March 22, 2010

Journal # 6: Classroom 2.0 / Web 2.0 Exploration, NET 5

I decided to look into online "gaming" as a learning tool in the classroom. Digital game based learning (DGBL) can be described as the utilization of an interactive game for students which promotes learning. To date games in the classroom have been used in the three following ways:

1. Educators have students build games from scratch.
2. Educators and/or developers build educational games from scratch to teach students.
3. Educators integrate commercial off-the-shelf (COTS) games into the classroom.

Much research has been conducted on the topic of DGBL and the most important aspect on utilizing DGBL in the classroom is deciding whether or not the game in question is a suitable game aligned with the relative subject content and curriculum.

One teacher designed a successful math game called MathLand in which every student had a character that would move up in levels from D to C to B to A and then to A+. This seemed to be a motivational approach for the kids as they all wanted to reach the final level of the game. The students' characters in the game would also gain accessories as they became more developed. Plain characters looked like storm troopers, snowmen and TV's by the time that they reached the A+ level. Since students are competing against the levels in the game and not each other it makes them competitive against their prior scores and not each other. Many teachers seem to find this game effective. One teacher even commented that her emotionally impaired students learn more with MathLand then they would from a more traditional classroom approach as the game stimulates their interests in an otherwise dry subject area.

4 comments:

  1. When I saw that your topic of choice was "Online Gaming", I thought you were talking about gambling, so after I read your journal entry, I had to go back to classroom 2.0 just to make sure.

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  2. 1979, that's hilarious. This reminds me of when a friend and I would use "Ten Thumbs Typing Tutor" to improve/test our typing speed, and, really, just for fun-Yes! We were being extremely nerdy. :) Also, it is like the FreeRice website. There is just something motivating about "winning" even if it is only against yourself. In a few decades, do you think students will be excited to use paper and pencil again?

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  3. I still remember math blaster and Oregon trail like it was yesterday and whats so wrong with a little gambling in the classroom. It teaches money management. :) Just kidding.

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  4. Wow, Awesome topic to talk about gaming the big thing currently.I love how studentss do not challenge themselves but rather the computer level what a concept. That's why video games appeal to everyone. I also loved how the teacher used a Math game for the students to better understand.

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