Relative Advantage of Using Digital Games for Content Area

My entry this week is about using digital games to enhance learning. This is a relative new concept for many teachers who did not grow up with gaming nor have much practice with using video games. In an article written by Jordan Shapiro, “Games,, however, can supplement time-tested pedagogical practices to long-term problems.” Edward Owens points out that in “a 2009 study by the American Life Project, 97% of teenaged Americans play some form of videogame, be that on the computer, the Internet, on a  handheld or on a console.” So with this knowledge, and knowing the percent will stay high, its makes sense for teachers to embrace using games in the classroom.

The relative advantage of using digital games in the classroom can be widespread. Shapiro points out a study conducted by the American Psychological Association “that identified four types of positive impact that video games have on the kids who play them.” These four types are:

  • Cognitive benefit: Games have been shown to improve attention, focus, and reaction time.
  • Motivational benefit: Games encourage an incremental, rather than an entity theory of intelligence.
  • Emotional benefit: Games induce positive mood states; and there is speculative evidence that games may help kids develop adaptive emotion regulation.
  • Social benefit: Gamers are able to translate the prosocial skills that they learn from co-playing or multiplayer gameplay to ‘peer and family relations outside the gaming environment.'”

I hope as I move forward in my teaching career I will be able to embrace games more so than I do now. I do not think games should, or will replace the physical teacher. Like I said at the beginning, games should enhance what the teacher is teaching.

 

Reference:

Owen, E. (n.d.). 4 Reasons Why Gaming Must Be Used in Education. Retrieved March 9, 2016, from http://whatculture.com/gaming/4-reasons-why-gaming-must-be-used-in-education.php

Shapiro, J., SalenTekinbas, K., Schwartz, K., & Darvasi, P. (n.d.). Mind Shift:Guide to Digital GAmes Learning. Retrieved March 8, 2016, from http://www.kqed.org/assets/pdf/news/MindShift-GuidetoDigitalGamesandLearning.pdf

 

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2 thoughts on “Relative Advantage of Using Digital Games for Content Area

  1. Jaci,

    I agree that video games should not replace the teacher in the classroom but enhance what is being presented. I am always amazed how into the games my students get when I use them in the classroom. It seems to be a huge motivator for my students and the information seems to stick with them better.

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  2. I like what you said about teachers using games to enhance the lessons they are teaching. I think they are a great way to review, practice, and apply what’s been taught in class in a new and engaging way or in a way that might not be possible in the classroom without a simulated world. I also like how you discussed the benefits of games in the classroom by breaking it into the cognitive, motivational, emotional, and social benefits. It was interesting to read! Thanks!

    Like

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