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."
As I began to look at some of the games that were included in the
resources folder however, I began to see that the idea of educational gaming
today is much different from my experience with "Reader Rabbit." One
major difference is that educational gaming today is mostly discussed in the
context of the classroom instead of the home. Experiencing gaming in these
different environments has an impact on the learning that is gleaned from the
games. For instance, if I were to make all of my students play "Reader
Rabbit" in a computer lab I am guessing that many of them would be
distracted by the other applications of the computer, the new computer lab
environment, and if they have not had much access to computers, the idea of the
computer itself. My home was also very relaxed; I was not constantly looking at
my peers' screens to size up where I was compared to them, nor was there any
pressure to get to a certain part in the game for it was available every day to
me on my own time. I do not think "Reader Rabbit" would be as
effective in a classroom setting with multiple students for these
reasons.
Another difference in educational gaming today is
that the games are way more advanced and have much more to them in terms of
graphics, story line, and interface. “Reader Rabbit” was a two dimensional game
that followed its characters through a castle and had the gamer answer math or
reading questions along the way in order to proceed. Today, upgrades in
technology allow students to play online together in one game, with a variety
of different games available to them and with more content areas available. For
instance, the game “Evoke” has very few things in common with “Reader Rabbit.” “Evoke,”
is a game where its players are asked to tackle a social justice issue and then
basically research the issue then blog on it on the site. There are some prize
and point incentives for these posts. While
games like “Evoke” engage students with new content, I am afraid that games
like “Evoke” might be hard for students to concentrate on for a while since the
interface, the social justice content, and the idea are completely novel to
them.
Educational gaming is also dependent on how much
students enjoy video games and game ideas/content. It would be great if student
were able to have a game that pertained to their interests and experience with
computers and or games, and in an effective environment. I do not think one can
simply rule out educational gaming as a good, bad, or effective strategy for
student learning. I may have had a blast with one type a game, but I may have
suffered playing “Evoke.” In order for educational gaming to sufficiently help
students, 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. I was lucky
enough to hop right in with “Reader Rabbit,” but that is often not the case for
all educational games.
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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