Professional Documents
Culture Documents
Many students in todays society are more likely to be inside playing video games than
outside using their imagination and having a good time with homemade toys. Two of
every three households play video games, and 25% of those game players were 18
years old and younger (Maloy, 2014). According to Marc Prensky, one of the things
about education that is really missing and that they get from video games in spades is
this idea of making decisions and getting feedback (PBS, 2009). Video games have
given students a way to learn how to solve problems and make decisions for a variety of
different circumstances. Students have learned to accept a certain amount of failure
when playing these games. If students use games to help their students learn, then
students will be more willing to continue to try to get through that part of the game and
learn from their mistake. According to Dr. Robert Appleman, if you go into trial and
error learning, the methodology is: give me something to play with Ill try it, Ill die, Ill
fail, Ill do all kinds of things that are what used to be considered negative in education,
but Im going to learn and Im going to understand. Actually Im going to have a broader
knowledge by failing and by trying out what works (Indiana University, 2015). Because
students are more likely to continue trying after they fail playing a video game, it makes
games an ideal choice to use to engage students in learning. As educators, we need to
design games that are good for learning so that our students are engaged and enjoy
the learning experience. (Indiana University, 2015).
There are three categories of digital games:
ENTERTAINMENT: These games are mainly played for fun and usually do not have
a learning or educational goal to them. These games include Call of Duty, Halo,
Soul Caliber, chance, and probability games.
EDUTAINMENT: These games are usually used to capture the interest of the
player and blend fun game play with academic content. These games have
problem solving and inquiry. One example of this type of game would be Clue.
EDUCATIONAL : These games are activities that are specifically made to meet a
certain academic goal. These games focus on higher level problem solving and
inquiry learning.
Arne Duncan states that we should always be trying to find ways to make kids love
learning and gaming is part of them; so why not incorporate gaming into instruction
(PBS, 2009).
References:
Game Type(s): These games are would fit under the entertainment and
edutainment categories. Many of them are not directly connect with an
academic goal, but they work on problem solving and inquiry.
4. Name of Website: Arcademic Skill Builders
Description of Site: This site has a variety of different games that are for
all different subjects. Some of the games include games about the states
and capitols, addition, multiplication, spelling, subject verb agreement, an
many more.
Grade Range: The grade range for this site is K-6 because of the
difference in difficulty.
Game Type(s): The games on this site fit under the educational category
because these games have a specific academic goal that the student is
trying to meet.
Exemplary