Sunday, March 21, 2010

Gaming in the Classroom

Often times video games and online gaming websites are identified as having a negative impact on children due to violent content, mature topics or simply because it’s a waste of time. However, as mentioned in the article, “The Instructional Power of Digital Games, Social Networking, Simulation and How Teachers Can Leverage Them”, video games can play a significant and positive role in the classroom.


I am a huge advocate for virtual games in the classroom, especially since I had such great experiences with them during all levels of my education. As an elementary school student, we played the game, “Amazon Trail”, to introduce a new culture and as an undergraduate we used “The Sims” to study human behaviors and interactions. Video games often allow the student to become a part of the game which provides them with a more realistic experience. In many cases, especially in games where a new culture or place is introduced, a video game can provide students with an opportunity to engage in a virtual field trip. Video games also allow students to go beyond what they learn from books, videos and websites since they now have an interactive experience to go along with it. Additionally, video games and gaming websites are not only limited to the classroom but they can also be used at home or with friends.


Virtual gaming can provide students, who normally have difficulty connecting with material, a whole new perspective on nearly any topic or academic area. Games that may appear to lack academic content can easily make their way into the classroom and can be manipulated to address a particular learning area. Video games can enhance learning for students of all ages and should not be dismissed due to the “negatives” that are associated with them.

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