Let me start off by saying that I think gaming in the classroom
can be very beneficial in many different ways.
I know that every educator has their own ideas about gaming and its
effectiveness but I can definitely say that I see the benefits of it on a
regular basis.
First, I use keyboarding games in my classroom with my sixth
grade students. Whenever we finish something early, or have an extra few
minutes at the end of class, I direct them to our Moodle page and on the page,
I have provided multiple typing games for the kids to practice their
keyboarding skills. Some of the games
are really fun, like this racing game, in which
students can race against each other or the computer. One benefit I see on a regular basis is
competitiveness. Many of my kids love
competition and use these games as an outlet for that. They like to play against each other to see
who wins and is “better.” In my opinion,
I love that my students are learning without realizing it. Each time they sit down at a computer to play
one of these games, they are refining his or her keyboarding skills and having
fun while doing it.
Although the competitiveness can be a good thing, it can
also double as a negative implication.
Sometimes, the “friendly” competition evolves into something not so
friendly. I don’t see this happening too
often, however, that type of heated rivalry really takes away from the reason
why I allow the kids to play the games in the first place.
I think the use of gamification, the leader board, points,
etc., provide most students with that intrinsic motivation. Everyone wants to be recognized for something
they do well. The elements of
gamification can provide students with extrinsic motivation to succeed. If they perform well, that is their
reward. However, a lot of students have
the intrinsic motivation to succeed as well.
I think intrinsic motivation is dependent on a number of factors and
obviously, differs from child to child, but when it comes to gaming, the
intrinsic motivation of success vs. failure is something that is often seen through
game play.
In an article called “Will Gaming Save Education or Just Waste Time?” Kristen DiCerbo, a senior
research scientist echoes this notion by saying; “We've been doing [game
rewards] for years; referring to the use of tokens, points, and other artifacts
that make up the backbone of the gamification movement. For some things – like
very rote tasks – and for students who aren't motivated, yes, that does
increase kids' general interest in the short term.”
Another benefit of gaming is that students are given a
platform in which they can learn by doing.
It helps them problem solve, fail and succeed in a safe
environment. They do not have to worry
about making a fool of themselves in front of a class full of their peers, but
can explore, fail and succeed in a safe environment that won’t judge them based
on their actions. Like Katie Salen says,
“Sometimes, the learner will have to try hundreds of times to find success. You
know you are getting better at that particular skill every time you try, and
you are learning something about how to solve that particular problem. The
failure is productive. Rather than hitting some kind of wall and just stopping
– which is what kids tend to experience in the classroom – failure becomes a
fantastic thing because it's about iteration and discovery. When I try it
again, I am going to apply that particular piece of learning.”
In another article I found about gaming, one benefit that is explored is the benefit of insight into a student’s
learning and instantaneous feedback.
Brian Waniewski elaborates by saying,
“Beyond teaching, video games can also offer useful information about
how well a child is learning and can even provide helpful visual displays of
that information. Video games can also provide instantaneous feedback—typically
via scores—that teachers and students can use to determine how well students
understand what the games are trying to teach them.” I know that personally, one thing I struggle
with is grading. With nine different
sections, it is hard to find time to grade over 200 papers and keep up with
other demands of my job. Gaming would
provide an outlet for students to receive that instantaneous feedback and give
me immediate insight into how they are progressing and navigating through their
learning.
The aforementioned article also mentions one huge drawback
of gaming – cost. For many districts,
extra money is difficult to come by. The
fact that gaming could require different components like “computers, tablets or
other specialized technology as well as dedicated Internet servers and other
communications systems” would be a huge drawback. In addition, “they may also be a need for
additional infrastructure, personnel and teacher training. A full, game-infused curriculum could cost
millions of dollars and require ongoing support” according to Alan Gershenfeld,
co-founder and president of E-Line Media.
That could be a huge downfall for many classrooms teachers who do not
have access to these types of technologies.
With anything in life, there will always be positives and
negatives. But as Katie Salen says, "Play
is the way that human beings learn about the world…. That's how we discover how
things work." In my opinion, gaming in the classroom has so many benefits
to students and teaches them valuable life skills (like problem solving and flexibility)
that as long as it is done appropriately and in conjunction with learning
goals, the gaming experience can be invaluable.

