Monday, January 5, 2009

Journal 7: Classroom 2.0: GAMING

Gaming is defined as the use of interactive games, specifically video games, for educational purposes. These games are often simulations which engage the senses and allow for critical thinking and reactions by the students. Games which are used in the classroom setting vary from online games to software programs and even “old fashioned” board games.
I found one thread of discussions about gaming, called simply "Gaming in the Classroom," to be very interesting particularly because the topic was mostly focused on using gaming in the social science setting, which is the subject that I will be teaching. Even more interesting was the fact that a couple of teachers had used games to introduce and help the students understand the beginning of World War I, focusing primarily on the alliance system. I just taught this portion of history to a ninth grade World History class, and one of these games would have been an incredible tool to use with the students. Students easily confuse the alliance system, and a game would be a great way for them to be able to visually see the system and thus understand it better. This discussion thread also provided other gaming ideas for different social science areas and will be a great place for me to seek help and ideas from other teachers in this area. I would love to be able to incorporate gaming into my social science courses in the future.

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