Monday, July 9, 2012

CEP 822 Research Project: Intro/Background


Are Educational Games Effective Learning Tools for Secondary Students?
The issue that I have chosen to address concerns educational games and their effectiveness as learning tools for secondary students. It is very apparent that educational games are used in the elementary classroom setting, and with seemingly much success and encouragement, however, are these types of games still effective learning tools for older students? I chose this issue because it seems to me that educational gaming is looked upon (at least from my experience with administration) as not being educational at all in the secondary setting; there is no real value in educational games. I really became of aware of this problem through my own experiences in the classroom. I do use educational games as a learning tool for middle school students, and I am a believer in their ability to engage students in the educational process. After all, I enjoy learning and learn better when I am fully engaged; educational games are one avenue that can allow this to happen. However, I have heard administrators and other teachers discuss the arguments of educational gaming and how they are really a waste of time.
This question is not only important to me, but it is important to other teachers that may be able to implement educational gaming into their own classes, principals, superintendents, parents, and students. I think this affects anyone in relation to the school environment. Teachers and administrators want to increase student achievement, parents want their students to get good grades and be successful, and students want to enjoy learning. I think everyone has a vested interest in educational gaming.
One article that I read called “Digital Game Based Learning: It’s Not Just the Digital Natives Who Are Restless,” stated that “a majority of people believe that games are engaging, that they can be effective, and that they have a place in learning.” I believe this to be true; the only issue is now that we have the attention of everyone in relation to educational gaming, the articles states “we need research to support why DGBL is engaging and effective, and practical guidance for how games can be integrated into the learning process.” I think this last statement is important because many opponents of educational gaming argue that games just turn into “play” when they are not effectively integrated; which is probably true as well.
Another article that I read called “Games and Learning” makes an important point when it states that “Many educators neither play nor develop games. How much skepticism about the educational value of games is tied to a lack of experience with them?” This is very true in many different arenas. How many times are people resistant to something because they are unfamiliar or uncomfortable with it? This is a common issue whenever integrating technology into the classroom is the topic of discussion; especially with teachers who have been teaching for many years. I liked that this article discussed ways to integrate games into the curriculum. It provided a clear understanding that not all games are educational and not all games are going to be effective either. It then went on to provide tips on how to reintroduce games into education.
Works Cited
R. Van Eck, “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless,” EDUCAUSE Review, Vol. 41, No. 2. <http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf>
Diana G. Oblinger, “Games and Learning,” Educause Review Online, <http://www.educause.edu/ero/article/games-and-learning>

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