GamesinEducation

=**Welcome to the Games in Education Wiki**=


 * Category:** **Kicking it Up a Notch**
 * Presentation Title:** “Games in Education” (23:07) **__2 CATNIP HOURS__**
 * Webpage:** http://k12onlineconference.org/?p=332
 * Presentation Description:** It sounds like a simple idea– kids don’t like school… kids like games, so if we sneak some educational content into games, won’t everyone benefit? This session will explore what’s right and wrong about this idea, and how educators can discern the difference between the hype and the promise. I believe that although some of the promise has been oversold, there is much to learn from exploring the educational promise of games in the classroom.
 * Presenter:** **Sylvia Martinez,** Los Angeles, California, USA

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If you are using a VoiceThread for your Summary please post the link in the Summary section. Make sure your VoiceThread is //not// private. If you are submitting an audio response you will need to email that directly to Kim Thomas (kthomas@msd38.org).
 * Essential Questions and Summary.** (Please follow this format.)

1. Your name: Summer Izatt Session Title: Games in Education Response: Games have been used to teach since the beginning of time. In this video she explained how teaching in front of a chalkboard is actually the “New” way of teaching. Games are the natural component of child development. Games are also an attraction because they have become world wide and are liked among girls and boys equally. Students that can’t sit still in class can sit in front of video games for hours. Teachers see this and want to keep students attention that long on something of value. Response: The kinds of games that promote learning are games that have problem solving, reflection and logic. The games must be fun but authentic and have a teacher to facilitate them. Games have many different ways they can be incorporated in the classroom. Students can learn to plan, troubleshoot, learn from their mistakes, and get other points of view. While playing authentic games they can also see points of view they might not normally see and also see action and reaction. One of the best ways to incorporate games into a classroom is to make students work together and talk about what they are learning about the game. If you do not reflect on the games when they are done the student may have gone through the game and not learned anything. Games also need to have intrinsic value. If the student is just shooting something that is the right answer or dragging the answer into a bubble it is no better than a worksheet. Response: When listening to this video she explained that all games have weaknesses. One of the weaknesses to many games is they can be played without every actually using the logic or strategy the games was trying to teach. One way to get around this is to have the students create a game themselves. When they are forced to create the game all the parts of the game become real and students can begin to master complex topics in a more authentic way. The students now have control over their own learning. I learned a lot from listening to this video. One of the most important things I realized was the importance of the teacher facilitating the games and reflecting on what they learned. You can just put a kid in front of a game and expect it to work miracles. I also had never thought that some of the simple dragging games are no better than fancy worksheets. I like the idea of doing a game that requires students to problem solve and think together. In younger grades I believe students are just beginning to get those skills and it is so important for them to practice them before their problems get bigger and they don’t know how to solve them.
 * Essential Question 1:** Why are video games so attractive to educators?
 * Essential Question 2:** What kind of games promote learning and how can they be incorporated into the classroom?
 * Essential Question 3:** How is student’s designing their own games a “kick it up a notch” learning experience.
 * Summary:**

2. Session Title: Games in Education teacher must allow for adequate time, include authentic assessment, ensure classroom management, and reflective activities. Games that do not involve any reflection or problem solving will not create intrinsic learning for the student.
 * Your name**: Ashley Long
 * Essential Question 1**: Why are video games so attractive to educators?
 * Response:** Video games are attractive to educators for several reasons. First, it is well documented playing is a natural component of childhood development and video games are of course a form of playing. Second, today’s children spend a lot of time playing video games. A child who has difficulty sitting still for more than ten minutes, may focus on a video game for hours. So, by using video games in education teachers can engage students much more easily. Another reason is video games can create learning experiences almost impossible to duplicate through direct instruction.
 * Essential Question 2**: What kinds of games promote learning and how can they be incorporated into the classroom?
 * Response**: Games that promote learning need to involve collaboration, problem-solving, curriculum connections, logic and strategy. Some examples of these sorts of games are those involving real life scenarios. Like one game where the play is making decisions concerning the lives of a family in living in poverty in Haiti. The player needs to make decisions concerning the survival of the family. These games are incorporated by having the students collaborate with one another to expand their learning. Classroom discussions involving reflection of what they learned are essential as well. The teacher must play the role of administrator and facilitator to ensure the game adapts to the classroom needs, maintain classroom management, and complete assessment of the students’ learning.
 * Essential Question 3**: How is students’ designing their own games a “kick it up a notch” learning experience?
 * Response**: By having students design their own games they take control of their own learning. Problem-solving comes alive when the student must use what they understand about physics to design how something moves in a game they are designing. Through trouble shooting a learning conversation occurs between the student and the computer. So designing a game really leads to deeper understanding for the student.
 * Summary:** The video basically reviewed the pros of using games in education while discussing some of the cons as well. Video games offer opportunities for learning that teachers may not be able to teach through direct instruction. Examples of these learning opportunities are decision making, real-life problem solving, and troubleshooting. The

I learned about ways to utilize games that are more than just a worksheet with moving graphics. Games that involve role playing offer a ways for the student to use problem solving and collaboration with other students. Teaching third grade, I will need to spend time researching games that are age appropriate. Using game design also sounds like an interesting way to get the students to really take ownership of their learning. This video really made me think about the how and why of using video games in my classroom.

3. Your name: Danielle Robb Session Title: Games in Education Essential Question 1:Why are video games so attractive to educators? Response: One of the reasons why I think that video games are so attractive to educators is because they are so attractive to the students in our classrooms! Video, board, and card games can keep a child's attention for hours while many educators struggle to get through a 20 minute lesson! A great way for students to learn problem solving and logic as well as content in areas such as math, science, and social studies are for them to play games involving these topics. If you want a kid to do their homework and enjoy it, give them a game that involves the skill you are trying to teach..this makes homework a lot less painful and a lot more enjoyable! Essential Question 2: What kinds of games promote learning and how can they be incorporated into the classroom? Response: Many types of games promote learning, from flashcards to certain board games. I think that the type of games a teacher chooses to incooporate into their classroom needs to be carefully chosen. If you're a social studies teacher trying to teach about the civil war, maybe Candyland isn't the game for you, however if you are a kindergarten teacher trying to teach taking turns and cooporation, Candyland would be an excellent choice. I think that almost every game has a place in SOME classroom some way. Essential Question 3: How is students’ designing their own games a “kick it up a notch” learning experience? Response: Having students create their own game is a lot higher on Bloom's Taxonomy than having students simply play a game. When creating a game students have to think about the goal of the game, what the design of the board/pieces are going to be, and how to make it fun and appealing to others. Having students design their own game is a GREAT idea! I had an assignment once in middle school to create a game. I remember wanting it to be perfect and being SO excited to play my game along with the games that other students had created. Having students being involved in the process is awesome and is so enjoyable for the students...AND they're learning the skills you're teaching better by CREATING rather than just going through the motions of a game created by someone else. Summary: Moral of the story, games have a place in education. A lot of the time you hear that there is no time for "playing" during school. If a teacher carefully chooses a game (or has students create their own) then games can be completely applicable to the classroom.

4. Your name: **Rob Lazarus** Session Title: Games in Education Essential Question 1: (type the question) Why are video games so attractive to educators? Response: Games have played a major role in every society, and playing games, such as Chess, is a major part in brain development. When educators need to use alternative methods to evaluate student learning, games can be a great learning and assessment resource to use with a diverse group of students with different learning styles. According to the video, 97% of teens play some form of video games. When put to use correctly and directly related to curriculum, video games can lead to a positive social experience and students who are more engaged in civics and politics. They are more collabative and obtain higher level thinking skills that are directly related to problem solving ,decision-making, and trouble shooting. This includes standards in math, science, engineering, as well as language arts, and other subject areas. Video games, in which students design the games, allows for creativity and allow them to become students in control of their own learning.

Essential Question 2: (type the question): What kinds of games promote learning and how can they be incorporated into the classroom? Many games promote learning in the classroom. I have always been a fan of game shows, so I have incorporated games such as //Jeopardy// that can be directly related to the concepts being taught at any grade level and for any subject.

According to the video, video games that promote learning should be fun to play, but integrate the curriculum. They should motivate the students to problem solve and use decision making skills that can directly be applied to real world situations. These games are called "Serious " games. One example of a serious game is "River City" which allows students to use scientific inquiry to solve 19th century problems. Another example discussed is "Light Bot" in which students use certain instructional steps for the robot to light the bulb. This promotes math skills regarding patterns and functions. "Line Writer", yet another game, allows for students creative expressions while learning about momentum, and gravity.

As the games are being used in the classroom. It is the teacher's role to be one of a facilitator. The facilitator must be sure the game correlates to the curriculum and uses proper classroom management. It is important that the students reflect on their learning.

Essential Question 3: (type the question) How is students’ designing their own games a “kick it up a notch” learning experience? While there are commercial professional designed "off the shelf" games, they may not be necessarily accurate. They may not be connected to curriculum subjects, as well as being time-consuming. These games may be played without the understanding or problem-solving.

With students "kicking it up a notch", they take control of the designing of the game itself, and therefore, they take control of their own learning. An example discussed in the video is a lunar landing game which allows the students to program using geometry concepts, such as geometry (angles) and physics (Newtons Laws of Motion). Students think through problems, while mastering complex topics and have fun in the process.

Summary: Playing games promote brain development, and when used properly, games are a vital role in the learning in a classroom environment. Games should be fun, but most importantly thay need to be also be directly related to the curriculum. The best types of games are ones that allow the student to build upon their critical thinking, problem solving, decision making skills, and team building skills. Games should not be just for entertainment purposes. The games should relate to real world situations. The games need to promote a joy of learning, adequate time to play, authentic assessments, refective activities of what is learned, and games that allow the students to design should be used in the classroom setting. The role of the teacher as a faciliatator is crucial.

Name: Keri Hargrave Session Title: Games in Education Response: Games are attractive to educators because they are “fun.” Whatever we can do to make education “fun,” we are more likely to try. Just like the presenter said, “play” and “fun” have been a part of human nature since time began. We are constantly trying to put the “fun” in education. With computer games, it’s like the work is already done – they are educational and they are fun at the same time. Also, there are students who are less motivated than others; however, when they have the opportunity to play a computer game, they are motivated. Finally, computer games are appealing because they promote problem solving skills. Response: Games that promote learning have problem solving, collaboration, logic, strategy, and decision making elements to them. The can be incorporated into the classroom via a direct connection to a lesson. For example, a teacher can create a Smart Board soccer game with words where they “kick goals” for letters to create vocabulary words. These can be words from a story that students read in class. Or, there is the reflection piece that the teacher can facilitate among the students. After students play a game, they reflect on what they learned and their strategy in playing the game. Finally, in the upper grades where the students can create/program a game themselves, they are constructing their own knowledge. They can do this with all subject areas and it would be a direct connection to classroom learning. Response: It’s a pretty big step in education for students to design their own games on computers. The reason behind this is because until now, students have been “programmed by the computer” (like she said in the video). The computer guides the student and the student just hits buttons/mouse in response to what the computer prompts. Now the student has ownership and can program the computer him/herself. The students are making the subjects “come alive.” What is important and interesting to the student, he/she can create it on the screen for him/herself and for others as well. These games that they can create are helping students build good problem solving skills, as well as letting them express themselves in the art of design.
 * Essential Question 1:** Why are video games so attractive to educators?
 * Essential Question 2:** What kind of games promote learning and how can they be incorporated into the classroom?
 * Essential Question 3:** How is student’s designing their own games a “kick it up a notch” learning experience.
 * Summary:** **This was an interesting piece on computer games in the classroom and teaching game design. She went through the negative elements of games and how to help educators “weed out the bad” games. She also discussed how many games used in the classroom are not authentic learning tools. Like “shooting an answer, “or “racing/timed games” that don’t offer logic or reflection are just designed to fit into the school curriculum, but they aren’t really very educational. What she promotes are games that use problem solving skills, can be collaborative, and have expressive potential. What is important about being expressive is that the student can be having the conversation with the computer and can ultimately be the “programmer” in telling the computer what to do, instead of the reverse. In essence, there are many resources out there to help educators teach game design to facilitate learning. She emphasizes that game design is “not that hard, many teachers are doing it, “ and finally it gives students that ownership they need in their education.**

6. Your name:Alec Fick Session Title:Games in Education Essential Question 1: Why are video games so attractive to educators? Response: Video games are so attractive to educators because students are so drawn to them. Consequently, educators are confident that their students will be interested in the lesson plan when a video game is part of the curriculum. The act of playing is an important component of the human condition, and video game playing is the modern era's expression of this learning process. So it is only natural that it be incorporated into the educational system of today. Essential Question 2: What kind of games promote learning and how can they be incorporated into the classroom? Response: Problem solving, collaboration, logic, strategy, and decision making elements in games can promote learning. By playing games that engage the students in these elements, they are challenged to do well in the senerio of the game but also learn while playing. The games can be incorporated into the lesson plan for the classroom by choosing appropriate games that address the topic at hand, whether it be a science project or a geography lesson. Essential Question 3: How is students’ designing their own games a “kick it up a notch” learning experience? Response: By designing their own games, the students get a better understanding of what the game is trying to convey. They are able to manipulate the tools at hand to achieve the end result, which is usually winning the game or arriving at a final conclusion. Designing games makes the journey to that conclusion a learning process in itself. Summary: It is human nature, as well as animal nature, to play games. The act of playing is rooted in our genetic make up and helps our brains develop in ways that no other stimulus can. Thus, it is inevitable that video games, a modern substitution for kick-the-can and hide-and-seek, takes its rightful place in the classroom as a powerful teaching tool.

7. MSD 38: K12 Online Conference CATNIP Classes Summer 2009 - MSD 38: "Games in Education" Elysia Levy Essential Question 1: Why are video games so attractive to educators? This is a great engaging way to help students enjoy learning more. I use games daily in my classroom. Games come naturally to kids- they always want to play especially if there is a prize or prizes at the end. This is a great way for students to understand social interaction with peers also. Games are a great way for teachers to creat a lesson that is centered around multiple standards. Essential Question 2: What kind of games promote learning and how can they be incorporated into the classroom? Games that include logic, social skills, and problem solving are the best to promote learning. Problem solving games that revolve around real life experiences are also great games for students to make great learning connections. I also feel that the games that provide positive feedback or reinforcement are also the best to promote learning. The students must also be able to be guided through the game or program to help promote student thinking. I am excited to make lessons with the SmartBoard to help my students understand material through different resources besides a text book. I have been making //Jeopardy// for years but I write it on the paper and the tape it to the board. Now I can use a technology approach. Essential Question 3: How are students designing their own games a “kick it up a notch” learning experience? For my students to create their own game is a lot higher thinking skills on Bloom's Taxonomy. I find this my area of improvements. My student show have learning disabilities often will not understand an abstract concept. I will have to create a concrete template that students can use then use their skills to go from there with assistance. I think my students will love to create their own game. This is also a great way for students to become more comfortable with the computer. In summary- Now that I am earning my SmartBoard I am so excited to have a new approach to deliver information and create and play new educational games. The SmartBoard gives me the opportunity to align what students are already interested in (playing games) to curriculum that students must learn. I would also like my students to be involved in the process of creating new games.

8. Essential Question 1: **Why are video games so attractive to educators? Response:** Video games are so attractive to educators because children are so drawn to and eager to play video games. Children are connected to video games and almost all children love playing them. This is even true for the students who have a hard time maintaining interest and attention in school. And educators want their children to be engaged in what they are learning. Games also involve play, which is a very natural and important part of child development and learning. Teachers want to incorporate these into school because we want our children to be engaged in meaningful learning experiences for them. Response:** There are several types of games that promote learning. These games must incorporate problem solving and there needs to be a teacher guiding the game. These games must also be engaging for students. They can include real-world or real life situations as well as allow students to use logic and strategies to solve problems or figuring situations out. All games used in the classroom should be linked to the curriculum in some way. These games can also involve developing social and life skills that all children need to develop. An example of a game that I use in my classroom would be a review or jeopardy-like game. I use these for math before each of the quarterly math benchmark tests to review key concepts and skills. **Essential Question 3:** **How is student’s designing their own games a “kick it up a notch” learning experience. Response:** A student designing their own games is a great way to “kick it up a notch” because they are using problem solving skills and logic skills. It helps them learn because they have to think through things and fix or correct problems that arise in the game. Students really have to analyze and use higher order thinking and processing skills. This can enable students to understand things better and deeper.
 * Your name: Ashley Guggisberg**
 * Session Title: Games in Education**
 * Essential Question 2:** **What kinds of games promote learning and how can they be incorporated into the classroom?
 * Summary:**** I thought this video was very interesting. The idea of using many different games in the classroom has always enticed me but it is also a bit intimidating because of the classroom management factor. But I am able to see how beneficial games can be for kids especially because they keep students so engaged and interested. I really liked the idea of allowing students to design and create their own games. However, I think I would have to adapt this to use it in my classroom. I teach younger children so I think it would be very difficult to teach and enable them to design their own computer games. But this could easily be adapted by challenging students to create their own games for math and reading. I could give them a set of guidelines and then let them be creative with it. **

9.**Your name: Erin Campbell ** Essential Question 1:** Why are video games so attractive to educators? ** Response: Video games are attractive to educators, because we know that they increase student engagement. In a time where technology is integrated in every aspect of our lives educators are looking for ways to bring it into our classrooms. Games are also attractive to educators, because they can help teach skills and concepts while students are having fun. By having games in the classroom students can be exposed to new information or be able to apply previously learned information in a new way. Students are drawn to games and educators will do whatever they can to increase engagement. This is a great way to do this. Response: Games that have problem solving and role playing elements to them. The games that were shown in the video clip for role playing were great. As long as the teacher is there to guide students to reflect on what is happening I think these games could have a very powerful impact. Also, games that require students to use math/science skills such as the programming games could be incorporated into a classroom. These programming games allow students to practice skills they've learned in class and also help students gain an understanding of these skills. Last, even though it wasn't in the video I think games can be used to introduce skills to our younger students. The students in my class who are on a reading game each day learn so much from it. There are times where I teach a new skill and they tell me they've learned that on their computer game. Doing these types of games frequently in class can help students learn so much. ** Essential Question 3: ** ** How is student’s designing their own games a “kick it up a notch” learning experience. ** Response: A student designing their own games is a great way to “kick it up a notch” because they are required to apply skills that they've already learned to accomplish something. It is more than just winning a game. It requires students to do deeper thinking and have or develop a deeper understanding of the skills that are required to design the game.
 * Session Title: Games in Education **
 * Essential Question 2: ** ** What kinds of games promote learning and how can they be incorporated into the classroom? **
 * Summary: **** I enjoyed this video. There were a lot of ideas covered that show educators which games are a good fit for the classroom and which games may not be. The idea of having games in the classroom is great, because it increases student engagement, but the video warns that we much be selective as to which games we allow into our classrooms. There are games that only require students to select multiple choice answers and these games don't require more in depth thinking from our students. The video also touched on kicking it up a notch by having students program and develop their own games. This would be a great learning experience for students and it requires so much more of them. Games can be a great resource in our classrooms as long as they are selected carefully and implemented well. **

10. Your name: Jessica Mattingly Session Title: Games in Education Response: Children naturally learn through playing games, which are a anatural part of a child’s development. In today’s technologically advanced world, children use video games almost daily and can sit in front of them forever. Video games are a great tool for teaching because they can increase student engagement and can teach new concepts to students. Using games in the classroom also allow students to learn in multiple ways. Games can be hands on, give visual cues, use logic or be mathematical, incorporate music, or include physical or verbal skills. Response: That is one of the great things about using games in the classroom. Almost any game can be altered to promote learning. In my science classroom, we are constantly playing jeopardy to study for tests and using memory or go fish to work on our science vocabulary. I love using logic problems with my 3rd graders in language arts enrichment because it promotes problem solving and stimulates critical thinking. To me, problem solving is one of the most important skills for students to learn. If students can learn ways to problem solve using games, students will be better prepared for the real world and real life scenarios and life decisions. In my classroom, I have a set of drawers in the back of the classroom where students can get a number of different types of puzzles for the students to work on when they get down early with an assignment. Response: The video discussed that students can figure out ways to play the game without using the logic or learning the skill we want them to learn. I’ve seen this a couple times when students are using the vocabulary cards to play memory. They will just use the knowledge of other players or use the guess and check method. I love the idea of students creating their own games to come up with a way to teach others the material. I have always found that when students create something that is all their own, they take more pride in it and learn the material so much better. Children will naturally learn better and more efficiently when learning through the use of games. Since I have a SmartBoard in my classroom, I’ve discovered ways to use games online to teach my curriculum or reinforce it. Also, sometimes a game you create or a game a student creates may bot work. That’s okay because then you can use that experience to reflect on and create an even better game. One of the most important skills for students to learn is problem solving. Getting students to work on their problem solving skills is another great thing for students to master.
 * Essential Question 1: ** Why are video games so attractive to educators?
 * Essential Question 2: ** What kind of games promote learning and how can they be incorporated into the classroom?
 * Essential Question 3: ** How is student’s designing their own games a “kick it up a notch” learning experience.
 * Summary: **

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