Concept Three

Games a Key Part of Student Education?


With the ever-increasing role played by technology in every aspect of life, the introduction of ICT based games has experienced enormous success. Nowadays, you would be hard pressed not to have heard of online games such as Words with Friends, Draw Something, World of Warcraft, Modern Warfare and a multitude of others. "For decades educators have been searching to find better ways to prepare students for the real world, and social video games is the solution" (Mashable Inc, 2012, pp 1). Games are now not only restricted to the entertainment sector, but are being increasingly used within schools and classrooms to support teaching and learning, provide motivation and encourage collaboration amongst students.

On a personal note, I admit my previous understanding of games constituted logging onto Facebook to play a word back in Words with Friends. As you can easily see, I was not your typical gamer and as such, had never considered the use of games in education. However, not to be deterred, I actively participated throughout the duration of 4001EDN and as a result, have come to learn a vast amount of information regarding the use of games in learning. My understanding of this concept has progressed from a basic knowledge to include an awareness of how particular games can be used as educational and pedagogical tools and technologies. This practical belief was developed as a result of extensive research into educational games, engaging the required readings and through the use of explorations into specific games outlined during the workshop presentations.


My new understanding of games in learning stemmed from the Week 4 presentation regarding the inclusion of games in English learning and how they could be implemented within a classroom.This workshop presentation held an immense interest for me, as my supervising teacher out on Practical Experience mentioned that I would be required to teach students about English, in particular vocabulary. As such, I took detailed notes concerning the subject matter presented in order to go home and further develop my knowledge in relation to games in English education. In researching this digital tool, I utilised the website shown in the workshop as a starting point and then branched out further to include other websites, blogs and videos.Through deep investigation, I came across the website Learning Games for Kids (Learning Games for Kids, 2012), which contains a mass of educational games and decided to employ the use of a game called 'Find the Synonym' , which requires students to find the synonym in a list of words.



(Learning Games for Kids, 2012)

To gain a comprehensive pedagogical understanding of  'Find the Synonym' as a digital tool, the TPACK model has been employed as a basis for determining how a vocabulary game can be used across key content areas and in a range of educational contexts:

T (Technology): English Vocabulary game "Find the Synonym"

P (Pedagogy): would lend itself well to teaching utilising the following pedagogies:
  • Constructivism: students can develop their own understanding of synonyms through actively using  'Find the Synonym'
C (Content):
  • English:as a means of teaching comprehension in regards to identifying synonyms
  • ICT: to encourage the use of digital technologies as a learning tool within the classroom
C (Context): 
  • to enable students to learn in an online environment in which they are familiar with and enjoy
  • as a basis for increasing collaboration, communication and creativity amongst students 
(Koehler)


(Learning Games for Kids, 2012)

Ultimately, game-based approaches to learning present an excellent opportunity to engage students in activities that can enhance learning and produce a range of educational and technological benefits."Game development offers higher pedagogical application, engages and motivates students to be active participants in their learning (as games are a regular part of today’s society), and encourages students to take responsibility for their learning" (Gaming4Ed, 2011, pp 4).


Reference List:

Gaming4Ed. (2011). Benefits and Challenges of Games in the Classroom. Retrieved 18th April, 2012 from
http://gaming4ed.shannaf.com/?p=692 

Koehler, M. (n.d.). TPACK- Technological Pedagogical and Content Knowledge. Retrieved 3rd March, 2012, from http://www.tpck.org/


Learning Games for Kids. (2012). Find the Synonym. Retrieved 20th April, 2012 from 
http://www.learninggamesforkids.com/vocabulary-games/synonyms/find-the-synonym.html 

Mashable, Inc. (2012). How Social Gaming is Improving Education. Retrieved 16th April, 2012 from  http://mashable.com/2010/02/07/social-gaming-education/

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