As someone whose parents almost immediately regretted
purchasing me a Super Nintendo when I was five I am used to hearing how
videogames “rot your brain”. Videogames can do a lot and mean a lot to a variety
of people. To some they truly are the simple medium of escaping day-to-day
pressures and just relaxing. Others view games as a work of art that can be
appreciated while offering rich experiences. I fall into both categories
personally, but I lean more towards the latter. The truth is, videogames are
now so embedded into society that they will not be going away anytime soon. This
presents a unique challenge never before encountered.
The stigma of video-games being treated as “useless” or “mind-numbing”
must be handled in a different light. Video-games are being used currently to
help educate in small amounts and by overcoming these stigma they can grow in
usage and in efficiency. Attached to my Diigo account you can find some
interesting links about using video-games in education. The largest PC game
platform company, Valve, has published multiple lesson plans that are certified
to teach in the Common Core methods for a variety of disciplines including,
physics, literature, and mathematics. This is just one way that video-games are being
implemented in the classroom in an approved way. As is referenced in our class
textbook, The Connected Educator,
students sometimes feel they have to “turn down” when they enter a class due to
the lower level of technology present versus what they have at home. By teaching
up with a variety of mediums including video-games, educators are making an
active effort to give their students the best possible learning experience.
Like all tools however they can be misused. Unless specifically
using video-games that are programmed for education a video-game as a tool is
only as good as the facilitator using it. A lesson plan must be top to bottom
designed around implementing the game as a medium and not a simple, “play the
game to learn” plan. The facilitator must be mindful as well in the type of
game chosen, as well as the maturity of their class. Like picking a movie for
the right demographic it would certainly be easy, especially with a video-game,
to lose track of your class.
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