
After additional thought, I remembered the N64 my sister and I were allowed to play for 3 hours per week, and the types of thinking required in order to beat her. Even with games like PacMan, I had to consider layouts of mazes differently, strategize about how to stuff my face full of those little dots without being eaten by the ghosts. In the same vein, we were allowed to play computer games like Freddy Fish, Pajama Sam and some typing game a couple of hours per week, which also made learning, even learning how to type quickly, engaging to the point that we would forget we were actually doing math.
Some more recent online games I investigated this week were the icivics games, which have both playing and teaching options. There were many options from which to choose; as an avid watcher of Law & Order SVU, I decided to attempt "Do I have a Right?" I chose my animated character and had the option to work with one of two partners, thus becoming a member of the Mae and Freepress Law Firm. Information about my partner, Freepress (who protects his clients' first amendment rights), and our law firm was presented. Goals include hiring lawyers with different skill sets, letting clients know if they have a case, and, if they do, matching them with the correct lawyer. Through playing this game, people become more aware of various laws and amendments. The learner takes on the identity of a lawyer and interacts with potential clients, partners, and, eventually, judges and juries.
Because I have not played this game before, it is a learning process; sometimes, the only way to proceed is by making a mistake and starting over. Honestly, it isn't nearly as exhilarating as watching Law & Order, but it is definitely more interesting than sitting in class listening to a teacher lecture amendments and due process at you for the tenth time. In addition, I now view games (as supplements) as another context in which students could potentially experience the content they are attempting to learn, while engaging their brains in various ways that sometimes fall by the wayside in a classroom environment.
After reading about effective learning through video games, I also stumbled upon this interesting gem enumerating pros and cons of playing video games. Some food for thought. Any opinions about utilizing video games in the classroom or as an at home assignment to aid in learning, please leave me a comment!

Hey Kelsey, I appreciated your thoughts on video games and how you can relate learning video game strategies to competition. My brother and I used to compete playing some of the same video games that you mentioned in your post. On a different note, the first thing I thought of when I saw the Neurology of Gaming graphic was the Lumosity app. I play around with it once in a while and it is designed to develop different aspects of your brain including your spatial recognition and sensory movement. Check it out and let me know what you think!
ReplyDeleteKelsey,
ReplyDeleteso I'll just preface this with a disclaimer. I have been commenting all day and this is my last post of 12 (I believe) so I apologize if you find my comment scant or wanting.
The majority of my comments addressed people's posts about video games. I being an avid player of video games take great interest in this topic. Oddly, however, I have not advocated the implementation of non-educational games in the classroom or as supplements or complements. I had recognized that gaming does have some benefits, but the graphic you posted, despite its enumeration of the disadvantages of games, opened my eyes to even more benefits of gaming. I still ask myself what place non-educational games have in relation to the classroom, but I clearly understand the positives to applying educational games in the classroom.