Of Mice and Middle Years…

January 27, 2008

Engage me or Enrage Me… Gaming in Education

Filed under: Education, Technology — loeps @ 11:23 pm and tagged



In my literature review I developed for a Master’s class at the University of Saskatchewan I discussed gaming as a valuable learning tool for all students, but especially for those with exceptional needs such as those with Aspberger’s Syndrome. Although Mr Prensky’s presentation was part of my research, at that time I was hesitant to use his work as a primary resource since at the time I could find any of his papers in peer reviewed publications. However his message about our students (although I may argue a gender bias may need to be discussed) holds true; gaming is a prevalent and effective means of student learning. Students engage gaming and are rewarded instantly for their efforts. Opportunities arise for student to “redo” a level to search for information/ aritifacts, often through semiotic reasoning. (How many of our students would like to redo a test?) In order to become more effective gamers, student’s not only engage each other face to face, but also research multiple web pages, discussion boards, type thousands of words of text within game chat (if provided), IM, and (wait for it) reads those huge manuals that accompany some of the more “prestigious” games. I will not go into further detail, but research into gaming is certainly growing and students are pouring hundreds of hours into this technology. In the context of our discussions of “the social web”, try an online game either on the computer (Warcraft, Runescape, Second Life) our the Xbox 360, PS3 online communities. True social networking. In my opinion, effective learning that we as educators need to discuss and incorporate into our teaching.

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5 Comments »

  1. I am glad you brought up gaming and learning. I believe this new gaming technology definately has an impact on our students. Even teaching grade 2, my students really want to learn how to read, as they need to be able to read in order to pass through different levels. So there is a lot of motivation there. I also found my students creativity in writing as improved. They love to write stories about the different levels they are completing in. Their writing has come alive. I think once educators are aware of these different types games or online social networks, we can easily start making connections with our students.

      Leah — January 28, 2008 @ 2:01 am

  2. I’m wondering if your research uncovered the changing nature of competition? Anecdotally in discussing gaming with teens, it seems that our adult notion of competition – the adversaries – is not how gamers define competition. Sometimes the way to win is to collaborate.
    Just curious.
    Cindy

      Cindy Seibel — January 28, 2008 @ 5:48 am

  3. I agree, once you engage their interests (and a 9 billion dollar gaming industry certainly indicates a tremendous amount of interest by our students) students certainly take pride and ownership in their associated tasks Leah.

    Yes Cindy, gaming implies competition, and in fact, one of the primary sources I used discussed that gaming was certainly competitive and “useless”. Gee’s book entitled What video games have to teach us about Learning and Literacy discusses that some of the most effective aspect of gaming is not only it’s metacognitive aspects but also it’s collaborative nature to reach common goals. Online gaming has certainly moved in the direction, especially in mentoring. (This last statement has no citation…my opinion from personal gaming experience and watching my son play World of Warcraft…)

      wrathofshaun — January 29, 2008 @ 2:06 am

  4. Have a look at what Scottish education is doing with gaming.
    http://tinyurl.com/ywwq97

      Dean Shareski — February 6, 2008 @ 6:19 am

  5. Thank a lot Dean…. Great site. Man much has changed since that paper I wrote just a couple of years ago.

      Shaun Loeppky — February 7, 2008 @ 4:50 am

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