Sunday, July 18, 2010

Analysis 2

In today's digital age, video games have become a social norm for most children growing up with nearly every house hold owning a computer. The rising issue of children becoming lazy and sitting in front of the computer or television has called for action. Therefore it is clear why researchers, parents and teachers have started to show a interest in using video games as a method of teaching and development instead if just a leisure activity.

The educational potential for video games was not seriously researched until the mid 1990's. So far the dramatic results of implementing video games into school curriculum's is promising. "Games provide information when its needed, instead of all at once in the beginning" (Educational Video Games, 2010, p. 18-19). Educational Video Games teach in opposite to traditional teaching methods. For example, in science, the students are told what to do and then go and do it; the problem with this method is the students can easily forget the instructions given at the start of the lesson. Where as with Educational Video Games, the student must do activities and then as you need information, the program your using will tell you. A game where this technological teaching strategy is evident is "Do I have the right?". Players manage a virtual law firm. They about the constitutional amendments as they build a staff of lawyers with expertise in different areas. Then, they test that knowledge right away as clients walk through the virtual door (Educational Video Games, 2010, p. 18-19). Another positive aspect of educational video games is that they can teach us how to manage assessments better. Educational Video Games (2010) states that "Currently schools use standardized test to administered by an outside testing industry" (p.18). In games, however, "assessment and learning and tightly married. Games constantly assess player performance and provide feedback" (Educational Video Games, 2010, p.18-19). Integrated learning and assessment would also be much less expensive than a independent testing industry. Although Educational game software for computers and entertainment consoles are readily available; teachers are starting to also look at the use of hand held, especially made devices designed to improve learning. An example of such a device is the 'Teacher Mate'. This hand held device is designed to improve literacy skills in Kindergarten to 2nd grade students. The device is used by 40, 000 students in the United States and the results of its use in the classroom is promising. Ash, K. (2010) describes that reason for the success of the Teacher Mate is "They're so used to hand-held games as it is that they are able to just play the game without much assistance" (p.19). Another feature of the Teacher Mate is it is easy updated with the latest software throw a usb port. "All the teacher needs is a usb cable and a computer with a Internet connection" (Ash, K. (2010), p.19). Educational Video Games are now at least some part of most students education. However, it has not gone without opposition. For example, there is still some parents that are sceptical and still believe video games are a waste of time. "What you don't want is a kid to come home from school and the parent says, 'What did you do today?' and the kid replies, 'We just played games.'" (Gordon, S. (2010). p.35). Therefore, a students parents concern is validated. Gordon, S. (2010) also suggests that sending letters out to parents to inform them about the Educational games their children are playing and how they enhance education is a good first step. Providing related content on school websites and newsletters, such as links to downloadable games or updates on student progress can also help stop opposition.

The future of Educational Video Games in schools is very exciting and opens many new doors for educators and students. Although more testing and research is needed to perfect the use of the software and devices in curriculum's; it seems apparent that education in the future will become mainly based around technology instead of the more traditional methods of teaching.

Reference

Ash, K. (2010). Targeting Elementary Readers. Education Week, 29(26), 18-19. Retrieved from Education Research Complete Database.

(2010). Educational Video Games. Science Teacher, 77(4), 18-19. Retrieved from Educational Research Complete Database.

Gordon, S. (2010). Whats your Game Plan?. T H E Journal, 37(5), 33-38. Retrieved from Education Research Complete Database.

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