Saturday, July 26, 2014

Teaching in the Modern Age: Video Games

In my education class, we have been discussing the role we, as teachers, want technology to play in our classroom. A recent topic of interest for this class was video games - Can video games be used to enhance learning in a classroom?  For me, I think the answer is "it depends on the video game." I think there are some video games that could double as great educational tools, but some that lack in usefulness. For instance, I tried out two video games that claimed educational relevance to determine if their claims held true. Overall, I was wholly disappointed by the first game, while surprisingly engaged in the second.

First, I played the BBC interactive history game on Iron Age Life. Basically, this game gives you a task, such as build a fire, and the payer has to select objects used to complete the task. Instead of letting the player explore how to use the items together to build a fire, the game assembles the fire for the player once all the pieces are selected. Then the player reads an explanation and can move on to the next task. Overall, I found this game to be incredibly boring. There was no critical/strategic thinking involved, no real purpose for achieving the end goal, and a lot of descriptive text. Most important, if I did not find it fun, I doubt my students would. I was disappointed in this game and cannot see myself implementing it in my classroom.

On the other hand, I think "The Oregon Trail" has all the elements of an educational game. Indeed, I remember playing this game all the way back in the 4th grade. Since then, there have been new installments of the game which I have not tried out yet, but the version I remember was both engaging and educational. The ultimate goal of this game is for the player to assemble a wagon train party and supplies and journey from the east coast to Oregon via the historical Oregon Trail. It seems simple, but it involves a lot of critical thinking, planning, and strategy. For instance, before beginning, the player has to assemble a wagon train and plan out the supplies needed to sustain the wagon train on the journey. During the journey itself, the wagon train encounters difficulties (e.g. broken wheels, illness, food and fresh water shortages, etc.) that the player must address. These choices can have grave consequences for the wagon train. Furthermore, the player must make decisions about directions, shortcuts, crossing, rivers, etc. It is possible for the party to die before reaching Oregon , in which case the game is lost.

Overall, I think "The Oregon Trail" could successfully be used in the classroom. Not only does it involve historically accurate information pertaining to westward migration via the Oregon trail, but it allows students to take on the role of a settler, make decisions, and experience the consequences of those decisions. It gives the students a settler's perspective, something a lecture would have a hard time doing. Additionally, I like that it involves some planning, strategy, and critical thinking, but its fun at the same time.

After playing and evaluating these two games, I have come to the conclusion that video games can contribute to learning in the classroom, but this depends largely on what game is used. It is important to remember that not all games were created equal. Because of this, I highly recommend teachers play the games they are thinking of implementing in the classroom first and critically evaluate whether the game will enhance students learning. Ideally, the game would contain relevant content, involve higher level thinking, and be FUN!

4 comments:

  1. I agree that not all video games are created equal, even intentionally educational ones. For example, the Iron Age Life teaches mostly factual knowledge and maybe a little trial and error. Oregon Trail on the other hand teaches a lot of cost/benefit analysis, such as budget use or deciding how fast to go. It also emphasizes the danger and desperation involved in traveling the trail. I think those immersive games that can pull emotional reactions out of students are really valuable. I still remember having family members die in Oregon Trail. I think that is a tool a lecture can't really replace.

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  2. Oregon Trail is a fantastic game! I wish I could incorporate it into my classroom, but unfortunately it doesn't lend itself well to the English classroom. I think this a great game for teaching our students trial and error, and persistence. When I played the game as a kid I always wanted to play again to see if my choices would help all members of my party make it to Oregon. I also remember how important choosing your profession was in the game because it gave your team certain benefits. I think this speaks to the trial and error aspect because you wanted to see how these benefits would effect your team. I'm really hoping you'll be able to lesson plan around this game! Please let me know if it works!

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    1. I, like Holly, love the Oregon Trail! I saw a post on Facebook recently that involved a quiz about what popular stuff you can remember from the 90's. on that quiz was the Oregon Trail. I immediately looked online to see if I could play the game and was lucky enough to find it. After playing it again I was reminded of all the educational factors it brings to the table. For example, depending on the career you choose you gt to start with more or less money. Thus, students can learn how being a banker made you more money. While I do think the game lacks some helpful information, it is definitely a good game to incorporate into a unit on the Oregon Trail.

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  3. I'm glad that you (and Katie and Liz) have such good memories of Oregon Trail, and that it has seemingly held up well years later. A game like this frames an interesting question, which I think we should ask of most any game we might consider using, and that it how narrow (or broad) a slot could it occupy? By this I mean would it only be something you might use if you were teaching about westward movement and the Oregon Trail, or might it be something you could use in different contexts? Could the experience of playing this game--with its invocation of skills related to "planning, strategy, and critical thinking," etc.--or thinking through how thew game is constructed and what skills are required to play it, be usefully translatable to other contexts, whether in social studies or in other disciplines? This is a central question that Gee foregrounds...

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