Digital Games Based Learning

In todays input for Digital Technologies we were learning about the impact and use of digital game based learning within the classroom. We explored and came up with various different lessons in which they could be used and what outcomes in the curriculum could be used with these. Today has proved that digital technology can in-fact enhance pupils learning and give pupils the chance to be creative. However, many teachers will disagree that digital game based learning can be a negative impact on learners due to arguments of learners being too distracted by the game and not actually benefiting by it. Although this could be argued that it is actually the teachers that should be able to keep all the pupils on task or split a larger class down into groups to ensure everyone is stayed focused. An article written by Jen Groff, Cathrin Howells and Sue Cranmer Future lab (2010) named ‘The impact of Console Games in the Classroom’ points out many primary school teachers initial worries of digital game based learning such as fears of parental perceptions and how they will tie it in with the curriculum. However after completeing these games within the classroom one teacher interviewed said:

“When you see the motivation and engagement for the pupils, I mean that’s your core goal, I think, as a teacher, and if you’ve got that, the learning just comes on so much more”

It is believed that this generation is now being born into a world of technology and this is something today’s learners are at heart with and are comfortable when it comes to working with them. Learners now a days have technology at home that they use almost everyday so whats not to say that this could be brought into the classroom and be used as a way of learning? Many people believe that the traditional way of pen and paper is now becoming out dated and old fashioned and doesn’t actually allow every learner to prove their ability as many learners can struggle with hand writing however, technology can save this issue. An argument along with this is that technology is a lot more environmental friendly and can be used as often as the teachers want to. I truly believe that digital technology grabs learners attentions and allows them not only build on this knowledge but recall previous knowledge.

After having the chance to play the Nintendo Wii and playing the game ‘MarioKart’ I can now see how engaging this game could be for children and how enthusiastic they would be when it came to playing it, sitting in a room full of adults I could tell that everyone was itching to have a shot.  This then allowed me to see the various lessons and curriculum outcomes that could be taught in the classroom by allowing learners to play this game before hand. Along with a partner we came up with various lesson plans, in literacy this game could be used to describe characters and the setting and potentially allow learners to write a creative story from the perspective of the character in the game for example, their feelings and thoughts, how they thought about winning and losing etc. Another particular lesson this game could be used for is Health and Well being. Through a PE lesson learners could plan and create a track either outside or in the gym hall where the teacher could explain to the learners to create an obstacle course like the game. I feel this would be very engaging and motivating for learners to complete as a PE lesson and allow them to build on their problem solving skills. As well as a PE lesson, learners could potentially identify Hazards within the game for example the bananas which could lead to a lesson on identifying hazards around the school or at home. Following on from this, we reported our lesson ideas back to the class where we heard everyone else ideas. I really liked one groups idea of creating a project for their class such as a race day where there would be stalls and the learners had to calculate the profits made, I feel this was a very interesting fun idea!

In addition to this we then explored the use of the app ‘GarageBand’ where you can create your own music using various different instruments and backing tracks. This app could be used for back ground music in animations and learners could also use this to help with lessons in music. I feel that learners could really engage with this activity and motivate them to create music. ‘Computer Games and Learning’ an article by Future Lab, innovation in education explains that ‘Guitar hero’ a musical game that could also be used in various other lessons such as learners could write a report on their experience of playing in the band during the concert or create their own guitar in an art based lesson.

Overall, I feel that we as educators must have the ability to use technology as an advantage to learners learning experience in the classroom. According to Future Lab, innovation in education article believes that educators must not use game based learning as a treat for he pupils but facilitate the game in a way of learning. In some cases learners may explain to the teacher how a certain option on a game works which is not only a learning experience for the teacher but a discovery by the learner. In my opinion, Digital Game based Learning is forever increasing in the classrooms and must be used to enhance pupils learning in every way possible.

 

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