Tuesday, July 22, 2014

Games and Learning

UM's Center for Research on Learning and Teaching (CRLT) has a graduate teacher certificate, and one of the requirements was to attend a series of seminars. One of the seminars I watched was one about the use of games in the classroom setting. Not playing video games or anything like that, more like the use of the gaming model in the classroom. The professors seemed to focus on two things:
a. all players (students) starting from the same level and earning points with missions (participation and homework)
b. good grades on quizzes and exams meant that the student could "level up" (i.e earn more points toward a better grade and possibly get opportunities for extra credit)

Under his model, all students started off at no points and they structured class so it seemed like students were earning more points toward their goal grade. They contrasted it to the "traditional" class structure, where all students seemed to start at an "A" and they'd lose points due to not turning in homework, failing exams and quizzes, or not participating.

I think the presenters were onto something about remodeling the classroom to engage their students, but I'm not sure if I would take it as far as they did. For instance, their model made it seem like quizzes and tests should be optional, but not taking it would mean a loss of data on student learning. That being said, there are quite a few things we can take away from gaming, like teamwork, determining your own fate (to a degree), and strategy.

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I'm seeing an increased use of games in learning; I'm working in an 8th grade math class this summer, and our mentor teacher uses a mix of games and worksheets to make students learn. Most computer games I've seen this summer have been Minute-Math type problems -- the more problems you solve, the faster your spaceship/bike/moving object goes toward the finish line. Or you solve similar problems to blast away evil robots. My favorite ones involve strategy and math, like a card game the teacher called "Fraction War". We had a full deck of cards, where all face cards were worth 10 and aces were worth one. Each player drew two cards and had to pick which one was going to be numerator and which one would be denominator. My student quickly realized that he could make improper fractions and win the game. I saw this as a welcome twist on the standard games that I had in school, mostly similar to Jeopardy or solving math problems to get the answer to a corny joke. This just seemed so much better.

1 comment:

Unknown said...

It is nice to see that you found positive angles in the CRLT seminar regarding gaming in the classroom. I am not a fan of video games and very curious of your opinion. It is interesting to read that they were not able to persuade you. The ability to individual be encouraged, but not increase learning as a group caught my attention. Optional classwork can so often be pushed aside. Great to see you think the simple and quick games are still more beneficial.