Game-based learning - commerical, off the shelf game - not targeted at education.
- SimCity for teaching geography.
- Need to stay current - almost any game can be used in education.
- Challenges:
- Political culture - administration and parent perceptions - work is work, games are play
- Fun v. historically accurate - teach must understand the game in its entirety. Must develop lesson plan around game to overcome any misconceptions that exist in the game.
- Pre-teaching content.
- Teachers must play the game to understand what its shortcomings are
- Latest and greatest is not always best - contact the company to get discounts on older games - or the OK to install it on multiple computers for education
- Economically challenging
- Console games require consoles
- Console games can be played using STEAM in Schools - games can be played on browser
- Good-old-games - another website
- Valve - Portal
- World of Warcraft
- When using a game for education you may lose what the game naturally does - Teacher creates constraints, activities, and challenges for students - changes 1:1 dynamic of game
- Building game from ground up would be ideal but it is expensive and time prohibitive to teachers
- Repurpose media
- Changes lense through which students see the game - they think about different things while playing.
- Games as assessment tool - they are a continuous cycle of learning and assessment - the question is: What are they assessing.
- Benefits of games: what educational principles are already part of the game? Many!!
- How do I measure what the student is doing in the game along with what addons I use to supplement it?
- Games lend themselves to formative assessment
- The true value of the games is not motivation - it is the skills they learn and strategies they use while playing.
- Competency-based learning marries well with game-based learning.
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