Thursday, January 9, 2014

My Gaming Experiences

My gaming experience in the classroom is currently limited - but this is something that I am hoping to expand.  One area that I am hoping to expand is finding appropriate games for the course level and the subject material.  The games fitting in an in-person classroom are much different than those in the online classroom.  The online classroom has many advantages that the in-person class lacks.  One advantage is that each student has his/her own computer where they can participate in simulations or games that require a computer/internet.  In person classes often lack access to computer labs, which can make integration of technological games difficult. 

In person I have incorporated games where possible/fitting.  I feel that it enhances the learning experience.  I have done game activities where there was a limited amount of resources (self-replenishing, but slowly) and the students had to attempt to remove a marble(s) to get enough to give everyone in their group while not depleting the entire pile.  The students started in small groups and combined after each round.  As the group size grew this became more and more difficult, until at the end of the activity the entire class was in one group and supporting everyone caused depletion.  This helped to illustrate carrying capacity. 

Online there are games/programs/apps that do the same thing, while being interactive to the individual.  The student can repeat the activity in different ways to see what would have happened if they had done this or that. 

The benefits of games are that the students are learning without realizing they are learning.  It can help students engage and feel involved with the activity rather than passively sitting and writing line after line of notes.  One negative is because the students are engaged and not taking notes, some don't realize that this is something that is likely to be on an exam and fail to recall/study this concept before an exam.  Because of this, I feel that it is important to include the key points in notes and follow that with the gaming activity. 


Others feel uncomfortable with a "game" being included at the college level.  Calling a game an activity often makes individuals who feel that games have no place in college to accept the activity.  In my medical terminology class, the students must complete an "activity" that is a crossword puzzle.

Overall, gaming in the classroom is beneficial.  As the millennials and beyond go through college, learning styles that integrate more gaming/technology/alternative ways to learn will be increasingly important.  

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