In this first of three sections, you will learn about the positives and negatives of using educational games.
Required Resources
- Read chapters 1 and Chapter 4 of KQED’s “The MindShift Guide to Digital Games and Learning.” Pay particular attention to:
- What does the research say are some affordances (positive things) about gaming in the classroom?
- How are many teachers using games in the classroom?
- How are teachers overcoming gaming challenges?
- Read: “The Good and the Bad Effects of Video Games on Children.” Though it is written for parents, it presents the pros and cons of gaming that educators should consider.
Additional Resources
- Popular Press
- Educause - Gaming the System: The Many Educational Benefits of Game-Based Learning
- Edutopia – How to Use Gameplay to Enhance Classroom Learning
- Harvard Health Publishing – The Health Effects of Too Much Gaming
- University of Toronto – Why Games?
- Research materials
- Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital game-based learning and serious games in education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
- De Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society, 21(2), 74-84.
- Ferdig, R.E., Baumgartner, E., & Gandolfi, E. (Eds.) (2021). Teaching the Game: A collection of syllabi for game design, development, and implementation (Vols. 1-2). Pittsburgh, PA: ETC Press.
- Videos
- James Paul Gee on Learning with Video Games
- The Effective Use of Game-Based Learning in Education | Andre Thomas | TEDxTAMU
- Your brain on video games | Daphne Bavelier
Required Evidence
- Submit a 1-2 page overview of the ways in which games can positively impact teaching and learning. Also, consider concerns that parents or administrators might raise and the evidence you would use to address those concerns. The goal of this document is to create a statement that you could easily share with others if they ask you why you are interested in teaching and learning with games.
- Formatting – One to two pages maximum; double-spaced, no smaller than 11pt font.
- Use references to support your claims. References do not count towards the 1-2 page minimum/maximum. Any format for references is allowed, but APA is preferred.
Evidence Review Criteria
- Criterion 1: Educators will be able to demonstrate an understanding of the affordances (pros) and constraints (concerns or limitations) of using games in the classroom.
- Criterion 2: Educators can use references to support their claims about the value of using games in K-12 education.
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