Thursday, October 24, 2013

Are Video Games in Schools Good or Bad?



Educational Video Gaming in School

          Should there be video gaming style learning curriculum in schools? If so how much time should be allowed to be used “playing” the games and how much time should be divided for regular teaching practices with teacher/student interaction?  My personal opinion is still being made up on this exact formula for classroom usage, however I do see a great value in this age in having high tech educational games, which would be interesting to children and of the same caliber as games found on the market today.
            Cons to having this type of educational gaming system in the classroom is children may want to only “play” the games and not concentrate on other school subjects. This also may keep children in a hyper or worked up state if they are continually in “game mode” and overloading on dopamine, potentially making it harder to keep control over children in times they are supposed to be doing other activities. I also believe that as great as new technology is, it is making it harder for children to behave in social environments where there is no technological entertainment available to them. Children can sit for hours and play games, but send them outside these days and they are bored with nothing to do. Imagination seems to be able to be enjoyed by children as crazier and crazier things appear for entertainment, but actual child imagination output is, in my opinion, going down.  I do believe technology such as gaming programs need to be limited in the classroom. I don’t favor children being hooked into technology 24/7. I think it is healthy to have many different aspects of technology and learning, so children can learn to cope without constant need to be connected to electronic devices.
            The upside to educational gaming is that most children enjoy gaming and it would be another way to inspire children to want to learn. My children play video games and even though I played as a child, I can’t play 3D versions of games where you can roam in any direction. I can only play games that go to the right or left, as 3D games weren’t around when I was younger. These new inventions in systems are great for children to learn as they are growing up and if they could be brought into the classroom on a level that was close to the quality of games today, I think that would be a great advantage to learning. Children love to receive rewards. Humans as a whole do things only for the mere reward. We work to get a paycheck. I don’t think people would work just for the feeling of accomplishing something if there wasn’t a monetary reward every two weeks. Children are built the same, they enjoy rewards over the “look you got a grade” for the class. If there was an enjoyment level to the game where they completed missions and were allowed to do more fun levels by learning and imputing facts, I think that would be the best of both worlds.
            I liked this passage found in the article we read on gaming, the author mentions that, “These programs also provide timely corrective and progress-acknowledging feedback that allows the students to correct mistakes, build understanding progressively, and recognize their incremental progress. “ I think that is a very big key. The program would need to give advice on why the answer was wrong and what can be done to correct the program, so children aren’t just blindly going through the motions, but learning how to correct their mistakes so they can benefit the next time they are asked to solve a similar problem. I love the idea of using technology such as games to excite children about learning. In my opinion these new styles of teaching are great, but need to be used in moderation and have research done on what the effects of overloading children on continual use of “screen time” are. Everything in moderation seems to be the key to most of life’s dilemmas. 

Article: Willis, Judy. "A Neurologist Makes the Case for the Video Game Model as a Learning Tool." Edutopia (2011): n. pag. 14 Apr. 2011. Web. 24 Oct. 2013.

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