Digital Technology Week 10

13/03/18

Games based Learning – Part 2

“In recent years, interest has grown considerably in the potential for play to form the basis for learning” (Beauchamp, 2012, p.9).

During this week in Digital Technologies a group of primary six students came in from a nearby school to show us how to use the computer game Minecraft and to help give us a better understanding of how to use it. During their time at school they had been working and creating their own worlds within the universe of Minecraft, this gave us a chance to see how the game works and how children interact with the game. Bray (2012) states that Games based learning has the most transformational impact when it is combined with good learning and teaching and it also states that in a classroom setting, games should not just be used as rewards or for entertainment but as a whole new approach to learning.

Beauchamp (2012) states that the type of skills that could be developed by ICT games are:

  • Strategic thinking
  • Planning
  • Communication
  • Application of numbers
  • Negotiating skills
  • Group decision-making
  • Data handling skills

    

Before this session I had little to no knowledge in how to play or use Minecraft apart from being showed by my little brothers. So getting a chance to explore Minecraft without being told off doing it wrong gave me a chance to figure out how to create and explore the world within Minecraft. Sharing knowledge is a very important part of digital technologies as sometimes it might not be the teachers or staff teaching the children new skills but the children can teach us new ways to do and create things in different areas of technology and computer games. Collaborative working is an effective way to make sure that all members of staff and children are working towards a common goal in the setting through supporting each other. While also developing the organisation as whole due to a harmonised workforce, the improved quality of practice and enhanced communication between the staff and the child, (Benefits and Risks of Collaborative Working, 2016).

By allowing children to play in a way that gives them an education but also have fun, as teachers then the resources they need to feel safe, secure and comfortable in their classroom setting helping their self-esteem, something they require in order to fulfil their potential (McLeod, 2016).

Reference List:

Benefits and Risk of Collaborative Working,(2016), Available at: https://knowhownonprofit.org/organisation/collaboration/what_is_collaboration/benefits_and_risks_of_collaboration (Accessed 15th March 2018).

Beauchamp, G. (2012) ICT in the Primary Classroom: From Pedagogy top Practice. Pearson

Bray, O. (2012) Playful Learning: Computer Games in Education. [Online] https://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education [Accessed 15th March 2018]

McLeod, S. (2016) Maslow’s Hierarchy of Needs, Available at: https://www.simplypsychology.org/maslow.html (Accessed: 15th March 2018).

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