Digital Technology Week 10

This week is a continuation of last week’s game-based learning. Today we again looked at how gaming could be used in children’s learning. We also had a chance to look at another game ‘Minecraft’ which is used a lot in classrooms today. Lastly, we had visitors in from a primary school showing us what they had been working on in their class and telling us why they liked to use this type of learning.

This was one class I was anxious about as I have never played Minecraft before. I thought it would be confusing and difficult to understand. I was sure it would take me more than one lesson but was surprise with how well I picked it up.

A number of children came in from a local primary school. They had been giving the project Harry potter. Each child was assigned a group and had the opportunity to pick which building from Harry Potter they wanted to create. The children were able to sign into the same world and build their buildings together this meant it would eventually turn into a village.
We got into groups with some of the children. Our task was to watch and learn from the children as well as ask them what they think about using games in learning. Ofcom Report (2011) states that ”gaming is hugely popular in the UK with almost 86% of 5-7-year-old children and 90% of 8-11-year-old children using gaming devices regularly.” When talking to the two girls in our group and listening to other groups conversations it was clear most of these children played Minecraft outside of school. When asking them what they thought about it they felt it was fun and exciting because they did not feel as though they were doing work. Once the break was over and the children were back we went back into the same groups however this time it was our turn to use the Ipads and make something in Minecraft. It was difficult to start with and took a lot of concentration, but I soon became confident.

Minecraft is an excellent tool to use as a stimulus for literacy. It is a creative way for the children to make/create their own world, house and characters. This is a way for them to use their creative minds so when it comes to writing it they will already have it and can visualise it. Bray (2012) states that ”Games-based Learning has the most transformational impact when it is combined with good learning and teaching.” Bringing technology into teaching can help a child create and put their ideas on something before writing them down as this may be a challenge at first. Whereas with the technology beforehand they are able as its already in front of them.

Experience’s and Outcomes related to this learning:
I can convey information, describe events, explain processes or combine ideas in different ways. LIT 2-28a
I can explore and experiment with digital technologies and can use what I learn to support and enhance my learning in different contexts. TCH 1-01a
I can explore digital technologies and use what I learn to solve problems and share ideas and thoughts. TCH 0-01a

Overall, I have learned a lot from this lesson. Before going into the class, I was anxious about using Minecraft as it was all new to me. I was unsure how this could be incorporated into learning appropriately. After seeing the children creating their own buildings, the excitement on their face and the amount of socialising and conversation it sparked I believe this would benefit children in their learning. I look forward to taking what I have learned and put it into practice.

References

Bray, O. (2012) Playful Learning: Computer Games in Education. https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education
[ Accessed 8th April]

Children and Parents: Media Use and Attitudes, Ofcom (2001)

[ Accessed 8th April]

Curriculum for Excellence (2004) Experiences and Outcomes
[Online]
Available at: https://education.gov.scot/Documents/all-experiences-and-outcomes.pdf
[ Accessed 8th April 2018]

 

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