There are any number of videos out there showing people so engaged in texting that they have failed to see the fountain or manhole or lamppost in their way as is demonstrated in the video below. This September 13, 2014 post byMariella Moon for Engadget shows how one Chinese town has addressed the problem.
Some places have lanes for bicycles, others for motorcycles, but there’s a place in mainland China that boasts a different type of lane altogether: one for phone addicts glued to their screens. According to a Chinese publication, the cellphone lane above was spotted along a place called Foreigner Street in Chongqing city, one of the five major cities in the country. The sidewalk was most likely painted on for everyone’s safety, because, hey, if there’s distracted driving, there’s also distracted walking, as perfectly demonstrated by the woman in this video. If the idea sounds familiar, it’s because the National Geographic did something similar back in July as an experiment. The society stenciled “NO CELLPHONES” on one-half of a DC sidewalk and “CELLPHONES: WALK IN THIS LANE AT YOUR OWN RISK” on the other half. The result? Well, among other things, they found that the people actually glued to their phones didn’t even notice the markings at all. Typical.
This post, originally appearing in Corwin Connects in June of 2014, is a tie-in to Making School a Game Worth Playing: Digital Games in the Classroom; a book written by myself and Nicky Mohan examining the potential of using digital games and simulations as instructional tools. Below you will find several suggestions for implementing digital game-based learning into your K-12 classroom.
Do you remember back in school when you were learning something and wondered why you were learning it? When would you ever use ancient world history, or exponential equations, or that dreaded algebra? When I was a freshman in high school, a student asked my teacher how they would use imaginary numbers in the real world. Sadly, my teacher didn’t know the answer off the top of her head. She had to ask the math chair for the answer. The next day, she informed the student with the good question that it was used in electrical engineering.
Do you think this student from my academic heyday was interested in imaginary numbers afterwards? Do you feel the teacher made a positive impression on the relevance of this topic?
Every concept must be immediately relevant to students. They must see that one day, when the situation calls for it, they will use what they are learning in the classroom in their future experiences. The classroom must prepare students for the real world.
How can teachers bring this type of real world learning into the classroom? Learning through scenarios, simulations, and practical applications – situated learning experiences are the key to establishing relevance for students. How can teachers implement this intense focus on embedding curriculum into real world situations?
One of the teaching approaches teachers can embrace is using digital games and simulations during instruction. Games and simulations are rich in scenarios and have an amazing ability to embed information into their storylines or gameplay. With so many digital games and simulations available across numerous platforms such as web browsers, tablets, computers, and handheld devices, teachers have a wide crop of games to choose from.
Here are five strategies for teachers to embrace digital games and simulations for deep and powerful learning.
Set Up a Scenario
This should be a fun and creative scenario to establish interest, relevance, and a connection to the concepts students are learning. For example, if a teacher is instructing their students on dividing numbers, then use a scenario such as cutting up apples for a pie or slicing pizza pies. Here is a game that students can play that aligns with the apple-cutting scenario mentioned above. Click here to visit KidsNumbers.com.
Although some storylines may be silly, bizarre, and complete fantasy, many of the embedded scenarios student gamers will find themselves in will be engaging and mentally transferrable to the real world. In other words, if an alien is measuring something using the metric system, the students will focus on the concept and mentally suspend the storyline for a brief moment. By doing so, the student will experience the information or accomplish the challenges set forth by the embedded assessment tactics of the game. The student gamers resume their gameplay unaware of the deep learning and assessment occurring during their fun— engaging in the digital game-based learning experience.
Use Questioning and Subject Discussions to Connect Gameplay to Lesson Content
The connection between in-class instruction and the gaming and simulation experience will be clumsy and an uneasy transition without the help of questioning and classroom discussions. These questions and discussions can occur naturally before, during, and after the gaming and simulation experience. For example, the teacher is asking questions such as, “Why must the apples be divided up equally? Why does the number start large and end up small in the quotient? What does each number represent in the problem in relations to dividing up apples? What other situations can you think of where division would be needed?” Teachers must remember to vary the questions they ask according to Bloom’s Taxonomy.
Use Strategic Classroom Observation to Differentiate Instruction
The digital game or simulation is not a teacher; it isn’t even a person. However, it will keep students engaged during the learning and practice portion of a lesson. Teachers must use this valuable time to observe student performance and use the gaming and simulation time to reteach students that may be experiencing difficulty with the concept. This also promotes the opportunity to differentiate instruction for students that are gifted or having learning challenges. Another potential strategy is to form a buddy system. Pair students that are academically strong in the lesson to a struggling learner. This form of peer coaching will help the struggling learners by providing a learning buddy to assist them with questions.
School/ Home Connections
If you are tired of the ‘death by worksheet’ mentality when assigning homework or recommending extra practice to parents for their children, send the name of a digital game home that matches the concepts they are presently learning at school with directions explaining how to access it. *It is important to be cognizant of the students’ access to digital devices at home. Teachers must try to select games accessible to all devices.*
The ‘Center’
Many classrooms have an area devoted to center activities — either a place students go when they are finished with their work or a station they visit during a subject activity block such as Language Arts (stations may include: Reading group, writing center, listening center, etc.). Most classrooms now have a desktop computer connected to the internet. Teachers can easily find and curate digital games and simulations for students to use independently during centers time. They must simply teach students how to access the list of digital games they will use at this learning station.
These strategies will help teachers (and parents for that matter) leverage the engagement and motivation students have for playing digital games in the context of learning with digital gaming. The only real potential implementation mistake teachers or parents may face is pretending digital games will teach their child or student. As wonderful as games and simulations are, they are not teachers and never should be treated as such. Teachers and parents must use digital games and simulations in the proper manner — as valuable learning tools.
Ryan Schaaf is the Assistant Professor of Educational Technology at Notre Dame of Maryland University, and a faculty associate for the Johns Hopkins University School of Education Graduate Program, with over 15 years in the education field. He is the co-author of Making School a Game Worth Playing.
Digital games are being touted as instructional tools with incredible teaching in the classroom. Written by Ryan Schaaf and posted on March 15, 2014 via TeachThought, the article describes 6 strategies teachers, administrators and even parents can use to find potential digital games for learning.
Many people, whether young or old, male or female, introverted or extroverted, love playing video games. Why is this form of media so enticing for such a wide range of people?
The constant feedback and reward, the visual and audio stimulation, the player interaction, the variety of genres and game types, the rich storylines, and the opportunities for competition and collaboration are just a few of the enticing reasons players come back for more.
The Video Game Phenomenon
By 2016, global video game sales are expected to exceed 80 billion dollars a year. In Apple’s App Store and Google Play, the #1 app category downloaded to mobile devices such as smartphones, tablets, and media players is games. Whether using video games as a learning tool or a digital babysitter, more parents are exposing their children to digital games at an earlier age.
If you visit a restaurant, grocery store, or shopping mall, then chances are you see more and more children using their parent’s devices for hands-on, brains-on gaming experiences.
Digital Games: Teacher-Approved
More and more educators are turning to video games to engage their students in hands-on, brains-on learning. The Joan Ganz Cooney Center in collaboration with BrainPOP published Teacher Attitudes about Digital Games in the Classroom back in 2012. The report summarized the results of a national survey of 500 K-8 teachers using digital games in their classroom. Some highlights from the survey data include:
* 70% of the teachers agreed that using digital games increases motivation and engagement with content and curriculum.
* 62% of teachers indicated games make it easier to differentiate lessons for the wide range of learners in their classroom.
* 60% of teachers observed that games foster more collaboration amongst students.
* Negative classroom experiences using digital games were below 10%.
Further evidence of positive teacher attitudes towards digital games is also present in the 2009 PBS report Digitally Inclined Teachers Increasingly Value Media and Technology. The report, summarizing the results of a national survey of almost 1,500 teachers, indicated teachers are making significant progress in adopting digital media in schools.
Teachers value many different types of digital media, with games and activities for student use in school topping the list at 65%. Despite their popularity with students and teachers, it is a struggle to find digital games relevant for instruction.
These six strategies might prove useful when finding instructional digital games.
6 Strategies To Find Video Games You Can Teach With
1. Google It
This might seem too good to be true, but in most cases teachers will hit pay dirt. Using a search engine, enter content-specific search terms to find browser-based games. Search terms like “probability interactive digital games” or “food chain interactive games online” produce a robust list for previewers to choose from. In many cases, these digital games are free.
2. Skim App Stores
The App Store and Google Play now contain over 1 million apps each and the number is growing exponentially. More and more educational gaming apps are added each day. With BYOD initiatives and the popularity of tablets in schools, this strategy can provide an assortment of educational games for students to use in class.
Making it a habit to skim these sections, and even following a service like Humble Bundle, can be an easy way to find new games as well.
3. Use PC Platforms: Steam, Green Man Gaming, And More
The 1980s provided the first PC games. Where in the World is Carmen SanDiego, Number Munchers, and The Oregon Trail were just some of the digital games from the dawn of the personal computer. Nowadays, there are many popular titles specifically designed to be instructional; targeting specific learning objectives. Despite the decline in desktop computer sales over the years, personal computer games are still immensely popular and relatively easy to install and use with students in an individual, small-group, or whole-group manner.
4. Use Accessible, Popular Video Games
This might be a hard sell for some administrators, but it has been done before with success. In 2010, Learning and Teaching Scotland in partnership with Futurelab conducted surveys, interviews, and observations of console gaming in the classroom.
The study found students and teachers enjoyed the learning experiences present in game-based learning and offered opportunities to engage in activities that enhance learning. Although there are many obstacles to implementing console gaming in the classroom (namely content, violence in gaming, and money), students will be enthralled with the amazing graphics and immersive storylines present in professionally-produced commercial games.
5. Use An RSS Reader
This is a great way to discover new content, and can take just a few minutes a day. Set up your feedly (or other RSS reader) to grab articles from rockpapershotgun, ign, joystiq, and others to get a constant feed of info on video games that you can skim, save, and delete at your leisure.
6. Word Of Mouth
The power of sharing is alive and well in the field of education.
Teachers enjoy sharing new strategies, tools, and instructional approaches with others, because the pay-off of helping colleagues and/or students succeed is rewarding. Using new tools or instructional materials invigorates the classroom and the practice of teaching. Due to the abundance of digital games and the unlimited potential for teacher creativity in lesson planning, ideas will only spread and evolve.
Conclusion
The digital generations go home and tune in to a wide variety of media. Schools should not be a place they turn-off their digital lives. Educators will fail to reach them in the digital and media-rich reality they are growing up in. It is essential to use the tools of the digital generations to stay relevant in their ever-changing, never-static existences.
Digital games can be a tool with limitless potential for learning.
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