The Magazine Awards - Magazine of the Year - Trade Professional Category
 
Interface Magazine Online Google Apps
"This term all of our Year 5 to 8 students will be trained in the use of Google Docs as their primary word processing tool. This has been done by creating a Google account for every student within the school's Google Apps account. They will have access to their work anywhere with an Internet connection, meaning parents and caregivers will be able to check out what their children are doing at school."
Unleash the games console in your classroom  
View comments Comments (2) | Print page Print |

Why are computer games popular and is there something here for teachers and schools to learn from and exploit? David Kinane investigates.

In the enlightened 70s, comics (especially those American ones with superheroes) were sniffed at by those in the know as a poor substitute for reading; yet these picture books held their young readership spellbound … and still do.
Computer games and gaming are today’s digital equivalent of comics and, as such, are given scant regard in the classroom – unless, that is, they have the thin veneer of curriculum respectability about them.
These games, however, are often short lived in duration and do not provide a challenge to the students. What is it about commercial computer games that keeps devotees of all ages so captivated and engaged? And is there something here for educators to learn from and exploit?

The ultimate inquiry process
I remember a quote (I think that it’s attributed to Steve Jobs of Apple fame) that goes “if it needs a manual, its too complex”. If the quote is apocryphal it illustrates a point. The computer games industry makes more money than the Hollywood movie machine and what do you get for your $100 outlay on the latest version of Call of Duty? You get a plastic case with a DVD in it and little else, the rest is up to you. Yet the content of that DVD is incredibly complex and can only be successfully navigated through a process of problem-solving trial and error. Gaming is the ultimate inquiry process and millions are immersed in their own problem-solving gaming world and increasingly these challenges are being solved collaboratively online.

Jump into the ‘pit of despair’
James Nottingham (p4c.com) advocates that students should be taught how to problem solve through the ‘pit of despair’, a place that we should engineer our students to spend time in as it builds resilience and problem-solving skills. Gaming offers students the chance to jump into this pit with relish. Eliot Masie describes the problem solving scenarios of gaming as a process that allows students to ‘fail to success’. Each of these theories argue that students must get stuck in the initial stages of a problem in order that they can identify what factors are needed to succeed. Once they have identified what is required for success, the gamer attempts to solve the problem and, if necessary, repeat the scenario a multitude of times until success is achieved. Of course, in a gaming environment success leads to a new pit, honing problem-solving skills.
Derek Robertson of the Consolarium (itscotland.org) has successfully used gaming in the classroom. He has designed a program based around the Nintendo DS using the Dr Kawashima Brain Training and the Nintendo Dogs programs.

What are the lessons for us?
Gaming is the ultimate inquiry process; games provide an initial defining/immersion level followed by locating information, seeking and analysing information, and ultimately organising/synthesizing the new information to ensure success. Then the whole cycle is repeated with ever-increasing levels of complexity. Surely, these are the kinds of skills that we wish to encourage and develop in all of our students and gaming offers that opportunity.
If the prospect of introducing a games console is too much of a reach at the moment then there are programs out there that can help foster a problem-solving environment in your class. Game Maker developed by Mark Overmars is an excellent problem solving pit creating challenges for your students. (yoyogames.com/ gamemaker/). The West Point Military Academy runs an annual contest for students and has developed a free program, West Point Bridge Builder (bridgecontest. usma.edu/), which creates a scenario for students to solve. There is also the thinking skills section of iknowthat.com where students are challenged to solve marble run problems.
All of these resource programs are guaranteed to create scenarios and challenges that will require resilience in order to solve them. Gaming is good for learning; it is time to unleash the console in your classroom.

David Kinane is a specialist school ICT consultant and writes for INTERFACE Magazine.

Comments
Steven van Garderen   Posted: 19/04/2010 9:56 AM
I would like to start that I am an avid gamer. If it is out there i have probably got, clocked and played it on line. I use games as a wind down after a day at work. And what work is that you ask? Teaching. So yes i understand what you are saying about the attraction of games. However i fail to see you linking learning and teaching properly. You have used as an example COD? Poor choice of game. How do you expect that level of volience to be allowed into the classroom. What teachers should be doing, as i am, is going online. There are many good curriculum based sites that challenge the minds of our children and are far more acceptable. Also the main reason they work well is that they are free! Lets face it, I love blowing crap up on Modern Warfare and slaying heroes in Heroes of New Erth, but i fail to see this as working in the classroom.
Matthew Park   Posted: 18/04/2010 8:06 PM
A very interesting article, yet I feel developers commiting to a curriculum based resource as interactive and playable as the latest COD is currently very small. I would however be very interested in carrying out some government funded research in to exploring this topic in more depth... Maybe if I start getting my proposal together I will be in time for Halo 4. From a financial point of view if you get the product right the rewards for the developer would be massive. More importantly however the right product could inspire those game playing students students to achieve more from their interactivity than the number of 'head shots'. Certainly something worth exploring more I feel...
Add your own comment

Guidelines - Please read.
  1. Please enter your name and email. ONLY your name will be displayed to viewers.
  2. Your email address will not be passed onto third parties and is only used if we require further information from you on a topic.
  3. Do not use FULLCAPS to write your comment.
  4. Do not use unacceptable language. We will remove any comments that are deemed unacceptable.
  5. Under no circumstances will your email address be published or shared with a third party.

Leave this field empty
 
 
Published: 3/09/2010
Published: 3/09/2010
Published: 2/09/2010
Published: 2/09/2010
Published: 1/09/2010
Published: 1/09/2010
Published: 27/08/2010
Published: 26/08/2010
Published: 26/08/2010
Published: 26/08/2010
Published: 26/08/2010
Published: 25/08/2010
Published: 25/08/2010
Published: 24/08/2010
Published: 24/08/2010
Published: 23/08/2010
Published: 23/08/2010
Published: 23/08/2010
Published: 23/08/2010
Published: 20/08/2010
Published: 20/08/2010
Published: 19/08/2010
Published: 19/08/2010
Published: 18/08/2010
Published: 18/08/2010
Published: 17/08/2010