“With games you are allowed multiple opportunities to fail.”
“Trying is what helps us learn”
“We shouldn’t assess students based on a single shot that they have because in the real world there is feedback and extended opportunities.”
Watching the Ted Ed video about Gamification in Education really got me thinking about games and their place in the classroom.
Games have never been a part of MY reality. I make an effort with my 10 year old nephew as he explains the rules of Minecraft or COD. I look like a large ape as I clumsily will my plausible thumbs to work and bang on the controls 2 seconds too late only to grunt as I fall to my death. Games are not as much a part of my generation as they are my current students.
My first initial response to gaming is a negative one – I am really not sure where it comes from, but that is the gut reaction. After hearing from Jane McConigal in the video above, it really challenged me to step back and make a list of pros and cons.
Gaming in Education
allows multiple chances lack of human engagement = social problems
encourages problem solving encourages leaving reality; entering virtual world
engages the audience can cause addictive behavior
students are familiar with the medium
I have always been a fan of lists and the PROS/CONS has been something I have done in multiple situations. I am still unsure of where I stand with gaming in my Literature classroom, but I cannot ignore the PRO column as an educator.
The wheels are turning!