Tuesday, July 12, 2016

KSP684 - Commercial Video Games in the Science Class

Video games can be immersive learning environments that support science skills and content.

Study of use of video games in science class is relatively new.

Many examples of well-designed games promote various type of learning - content, process, social skills, and game skills.

Students:
  • can practice taking on a new identity - scientists.
  • Become part of a virtual world that is not possible in a real classroom
    • Gravity-free zone
    • Universe of unknown species
  • Participate in tasks that require:
    • Exploration
    • Discovery
    • Gathering data
    • Repeated formulation of hypotheses
    • Reformulation of hypotheses
    • All of above skills are valued and rewarded in real-world
  • Naturally interested in video games and therefore motivated by playing them
  • Teachers need to harness student motivation and excitement.
  • Students today are technologically advanced
  • Video games serve subgroups that are typically underserved in science education
    • Girls are interested in video games - just different types than boys.
      • Relational
      • Cooperative
    • Underachieving students have shown better success when video games are incorporated into the curriculum
    • Physically disabled students have an opportunity to “play” on an even playing field in a virtual world
  • What kinds of video games should/can be used?
    • Specifically designed games can be used
    • Freely available educational games
      • Drill and practice
    • Games that are not aimed at school do not immediately turn students off because of an association with required learning
  • Students bring valuable skills and knowledge to help integrate video games - these students can take on a leadership role
  • Video games are such immersive environments - through them students can be part of inappropriate or violent worlds
    • Media focuses on this - causes teachers to dismiss their usefulness
  • Teachers need to align games with content or skills and be familiar with all aspects of the game
  • Develop units that allow students to play in small groups, create their own identity, explore, debrief, and be assessed.
    • Students can produce a final product to display knowledge
      • Science experiment
      • Video
      • Spin-off game
    • Good unit will include much planning and the same types of assessment as any other inquiry activity
    • Communicate with parents and administrators about use of video games - also, follow district policy
  • Obtaining video games:
    • Letter to parents
    • Library check out
    • PTSA funds
    • Technology grants
  • Games can be used in different ways:
    • Install on classroom or lab computer
    • Pair students up or small groups
    • Gaming system
    • Rotate through stations
    • Homework - play at home
    • Play as whole class (Smartboard)
  • Example - Unit could take a week - Game: Spore:
    • Unit on Evolution
      • Use trailer for game to introduce the game
      • No more than five class periods to play game
      • Students could blog about it - “in game” and transformation of creature that they created
      • Groups can share information at end of the week
    • Two important implications of using video games like this:
      • Teaches students to apply their knowledge of scientific concept
      • Teaches students to think critically about both games and science (21st-century skill)
(“digital technologies become a naturalized part of everyday life.”)

Video games have historically had a bad reputation - their attractiveness to students is reason enough to rethink using them.

Video games can address content standards and critical thinking skills.

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