Saturday, February 8, 2014

Gaming

Electronic gaming, simulation, and virtual reality in the classroom have grown in popularity over the years. Though many educators have difficulty dismissing the negative connotations of the word game, this form of learning has proven to be both a teacher and motivator (Presnsky, 2007). The article by Prensky (2007) describes gaming as a fun user experience, so why not incorporate this media into the learning curriculum?

An example of virtual reality technology is Virtual Cell, from WoWiWe Instruction Co. As noted in the article by Strangman and Hall (2009), “virtual reality bridges the gap between the concrete world of nature and the abstract world of concepts and models”. This software does just that by assisting students when learning biology. Through the use of a three-dimensional replication of a submarine travelling through plant cells, Virtual Cell depicts the exploration of cell structure, photosynthesis, and osmosis. The key benefit of Virtual Cell is that it transforms the relatively dull content of biology into an interactive, engaging, and tangible experience that would otherwise be observed through a Petri dish and microscope.

Dumptown is a software example of learning through simulation. The premise of Dumptown is for the player to act as City Manager of Dumptown and transform it from being polluted to litter free. This program reinforces the importance of recycling, reducing and reusing as well as budgeting skills (just like in real life, resources are not free). It is believed that simulation-based games completely engage students in learning (Johnson et al, 2011) and through a program like Dumptown, students can translate the skills learned to their home life.

Alternatively, SimSchool is a classroom simulator for educators. This offers a great benefit in educational environments because teachers can become acclimated to the classroom environment without actually standing in front of a group of students. This is beneficial as teachers can refine their skills and continue to evolve without having to do it in front of a group of students.

Gaming, simulation, and virtual reality have found their place in the classroom. When used appropriately, gaming can be effective in reaching students who do not respond to other forms of instruction and challenge those who may be bored with traditional methods. It also provides a realistic alternative for adult learners as well. Overall, I am happy to say that gaming is here to stay.

Johnson, L., Adams, S., and Haywood, K., (2011). The NMC Horizon Report:
2011 K-12 Edition. Austin, Texas: The New Media Consortium.

Prensky, M. (2007, March 09). Sims vs. games: The difference defined. Retrieved from http://www.edutopia.org/sims-vs-games

Strangman, N., & Hall, T. (2003). Virtual reality/simulations. Wakefield, MA: National Center on Accessing the General Curriculum. Retrieved from http://aim.cast.org/learn/historyarchive/backgroundpapers/virtual_simula...

1 comment:

  1. Melissa,
    I think your post is very informative! After reading the class articles, I strongly believe that game-based learning is becoming an effective tool in the classrooms. Just like the sites you explained, I think gaming is using creative and fun ways to integrate education into a new type of learning. As a result, I think students will enjoy learning science, math, social studies, etc.

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