Tuesday, July 22, 2014
Urgent Evoke and Educational Gaming: A Hop from Reader Rabbit
What first comes to mind when I think of effective educational
gaming is the game series "Reader Rabbit." When I was struggling with
math after I changed schools, my mother heard from a friend that this game was
helpful to her child with their mathematics skills. My mother, though
apprehensive, figured that having me play the game during the summer would help
me retain some of my math knowledge She also figured that "Reader
Rabbit" was better use of my time on a computer than "Barbie Detective."
I remember really enjoying the game. My math skills improved so much that after
that summer, I was no longer in remedial classes and instead tested into
advanced math. I do not know for certain, but "Reader Rabbit," may
have been a large contributor to my success. Overall, it was really fun which
is and was surprising for something educational. My mother and I have good
memories of this particular game so it would make sense that my initial
reaction to the question of whether educational gaming is effective is a jolly
"heck yes."
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I tend to agree with your statement that "one must first look at a student's background and sort through the variety of games that are available to them in the content area they need." Personally, I'm skeptical about the use of games in a secondary classroom, but I could be convinced as a teacher to utilize the right game for social studies. It just shouldn't be fun in a way that doesn't promote learning and also it shouldn't be boring in a way that doesn't promote learning. Anyway, hopefully when you become a teacher, you can find some games to employ in class that can help your students learn.
ReplyDeleteI also played computer games that were educational when I was younger. I don't specifically remember the game, but I think that it was Arthur themed. I think your point about how educational games have moved from home to the class is important. It sheds light on the social emotional learning that takes place in the classroom. This is an aspect that would be hard to create at home. The students can gain from the SEL taking place, but as you said you would pay less attention to the game than you would at home because of your classmates. Technology is tricky.
ReplyDeleteI enjoyed your perspective on how the gaming experience depends on whether a student enjoys video games or not. The gaming experience in adherence to learning, can be different per student depending on what that students interests are. If a student is more connected to nature and learning in outside contexts, they will not always enjoy learning through video games. Personally, I enjoy video games but would much rather learn by reading tex and lecturing. Using computers distracts me from the actual learning experience. I hope curriculum developers think about this as technology is becoming more important in society.
ReplyDeleteBecky
Totally agree with you on,"Experiencing gaming in these different environments has an impact on the learning that is gleaned from the games". Reader rabbit evokes fun memories for me as well. My daughter learnt much of her reading skills as a preschooler using reader rabbit games. But again learning at home is very different. Age also plays a factor. Once kids are bigger and realize that the rabbit is trying to teach the same stuff from school, the reluctance to play might grow too.. looks it was different in your case :)
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