This week we examined how gaming can be aligned with learning objectives, standards, current pedagogy, and many prominent learning theories. As with any "new" concept in education, there are doubters and supporters. Details in the articles and podcasts provided detailed support for the use of games in the classroom, as well as countering many misconceptions.
In her TED Talk, Daphne Bavelier provided evidence that shows video games can improve vision, reaction times, and the ability to multitask. The Game & Learn podcast provided direct links between specific gaming genres and their use in the classroom and gave specific examples for which skills can be developed using each type. Some skills that can be developed utilizing video games are considered "soft skills" but are as critical to learn as reading and writing.
One point that was made over and over in this weeks material was the need to choose quality games and simulations. The AIDLET model can be used to do just that. It provides a comprehensive list of questions that should be asked when choosing games and simulations for use in an education environment. Choosing quality materials, whether it is books or games, makes alignment with standards and learning objectives more likely.
The real key to making games in the classroom a successful endeavor is to connect educators with game developers. Unfortunately, these two parties have two different objectives - one money and entertainment, the other learning and assessments.
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