Now that Christmas is approaching, so is the topic of gaming...here is a link to a prior blog about the positive effects of those fun games we love to play!
Video games. These two little words hold vastly different associations depending on who you ask. To the media (and thus most of the general public), those associations tend to involve violence, sex, drugs, or sitting on a couch for hours on end wasting time. Video games are perceived by many to be nothing more than a black mark on society and a definite downside to the ever-increasing tech-ification of our world. So what reason could there possibly be for bringing these horrible things into the classroom?
There are actually positive benefits regarding video games, which are rarely talked about in the media and professional circles. According to Abrams and Gerber (2013) in their article "Achieving through the Feedback Loop: Video Games, Authentic Assessment, and Meaningful Learning," video games do more than just encourage an increase in the obesity rate of America.
Specific benefits of many video games include:
- increased problem-solving
- critical thinking
- reduced anxiety from risk-taking
Still not convinced, check out these interesting articles about the positive impacts gaming has on:
If we encourage the notion of risk taking in our students (as well as ourselves), we will undoubtedly begin to see innovation take place in education. And in a technology-driven society, innovation is as much a part of survival as food and water. Are you ready to score?
For Class Discussion (ED 6030 LCB Graduate Students):
What do you think? Please answer one of the following questions in the comments section.
1. If we work these games into our curriculum, what sort of issues might we need to be aware of?
2. Dealing with parents and administrators: How can we convince a skeptic to see the value in video games in the classroom if we are challenged?
SPECIAL NOTE: Thanks to my graduate student Caleb Hall for his contribution to this blog.
Abrams, S. S. & Gerber, H. R. (2013). Achieving through the Feedback Loop: Video Games, Authentic Assessment, and Meaningful Learning. English Journal , 103(1), 95-103.