Gaming in the Classroom



I will be the first to admit, when I first heard of gaming in the classroom, my mind was flooded with negative responses.  “They already are gaming at home, why do they need it at school?” “Won’t this just foster an environment that leads to even shorter attention spans?”  According to Stephanie Chen (2016), the answer is no.  In her article, Classroom Gaming: What It Isn’t, What It Is, and How to Do It Right (2016), she debunks many common myths associated with gaming in the classroom.  In regards to my misconceptions, she states that rather than trying to lead students away from gaming we should be engaging in their interests and benefiting where we can.  She continues to explain how gaming can possibly increase attention spans, rather than shorten them, and how gaming “may boost multi-tasking skills, activate neurons, and increase brain connectivity responsible for tasks such as planning, memory formation, and special navigation” (Chen, 2016).

Okay, so now I can see some benefits to incorporating the right games, but avatars?  Why?  How does creating one fit in with my learning objectives?  8th grade teacher, Jonathon Best, explained it well in his TedTalk Press Play – Gaming, Simulation & Achievement in the Classroom (2018).  Our students come to us with struggles outside of the classroom, and creating an avatar allows them the opportunity to dismiss what is troubling them for a moment and gives them a fun, creative avenue to focus their attention on.  Kids can take ownership of their avatar, demonstrate their learning through thematic units designed around a quest or challenge, and engage in a classroom competition where a character is battling another character, rather than a student vs. another student.  The construction of one avatar can help foster creativity and expression in a way that students may otherwise be uncomfortable doing.

After conducting a few simple searches online, it’s evident the world of gaming in the classroom is easily at my fingertips.  Resources and lessons are quickly accessible and cover every grade level and content needed!




Voki is an online avatar creator that allows teachers to set up and manage classrooms.  There is also a mobile app available.  Students can create an avatar for themselves and use it in class assignments and presentations.  With over 250 characters to choose from, it is possible for each student to create their own unique design.  Sound can be recorded using an electronic narrator (with 25 languages to choose from, both male and female) or their own voice.  I think students would love to create presentations where they have their avatar provide information to the class, rather than standing in front of everyone reading off a paper.  Having a recorded avatar gives them the option to rerecord their information if they need to.  Voki also has a Hangouts option which “mirrors the online social experience with a focus on learning” (Voki, 2018).  Students can work together in a collaborative setting or discuss topics online, responding to each other in real time.  The Limited Edition is free to use.  However, there is a finite limit on what they can actually do with their avatar.  A subscription option is available, with fees ranging from $4.99/month (up to 30 students) to $9.99/month (up to 90 students).  The Premium Version provides embedding options and longer recordings.  Students don’t need to register and are given unlimited creations.




According to their website, “iCivics exists to engage students in meaningful civic learning” (iCivics, 2018).  The creator, Justice Sandra Day O’Connor, realized the need for engaging civic education, as it was increasingly disappearing from school curricula and the impact was noticeable.  The games found at iCivics take abstract concepts and transforms them into real-life problems.  Kids learn through experiencing the roles of a judge, a member of Congress, a community activist, or even the President of the United States! The learning is fun and engaging – students learn without even realizing it!  The website is easy to navigate and has a searchable database of games and lessons (geared towards middle and high school).  With the gaming option, points that students earn actually go somewhere and matter!  For students who register and login to play, their accumulated points can be spent to vote on impact projects.  Every three months, iCivics donates $1,000 to the winning impact project!  This website is an exceptional resource in my Social Studies classroom.  As games are played, students can review content that they are unsure about, in order to score more points, which in turn just strengthens their understanding.  I definitely will be using the iCivic games with my students and plan to investigate the lessons a bit further.


References:
Chen, S. (2018). Classroom Gaming: What It Isn't, What It Is, and How to Do It Right - EdSurge News. [online] EdSurge. Available at: https://www.edsurge.com/news/2016-02-23-classroom-gaming-what-it-isn-t-what-it-is-and-how-to-do-it-right [Accessed 12 Oct. 2018].
iCivics. (2018). iCivics. [online] Available at: https://www.icivics.org/ [Accessed 12 Oct. 2018].
Voki.com. (2018). Voki - Home. [online] Available at: http://www.voki.com/ [Accessed 12 Oct. 2018].

YouTube. (2018). Press Play -- Gaming, Simulation & Achievement in the Classroom: Jonathon Best at TEDxDenverTeachers. [online] Available at: https://www.youtube.com/watch?v=lKpo5SeZWns [Accessed 12 Oct. 2018].


Comments

Popular posts from this blog

Student Needs and Maslow's Hierarchy