Posted by:
Grace Smith & Stephanie Throne
All stakeholders who are involved in the educating of children -
administrators, school boards, parents and teaching staff - realize that
there are a handful of instructional strategies that stir up strong
feelings and provoke dissension. Game playing is one such strategy that
is hotly debated and still viewed as quite controversial in our
21st-century classrooms today.
However, when we've asked students about it, almost all of them speak
positively about the impact of games on their learning journeys, and
they long for more game-related activities. Funny, isn't it? As
educators, our mission is to reach our students in order to prepare them
for their experiences and realities beyond the classroom today and in
the future. Why don't we listen to what they are telling us? Why don't
we pay attention to what they are doing 24/7 before and after school
(i.e., texting, social networking, playing video games on the Wii or
Xbox 360, blogging, and participating in simulations, chat rooms, and
MMORPGs)?
We recognize that there are other perceived obstacles to game playing
in the classroom, such as cost, training of staff, logistics and
availability, and curriculum and assessment demands of educational
standards. However, the benefits outweigh the challenges. Game-related
activities can reach our students intellectually, physically, and
emotionally (affect/motivation) and enhance their skills and knowledge.
If you find that you are hesitant to try games or game-like activities
in your classroom, we challenge you to test out a few user-friendly
tools:
1. Quia Web
Quia Web offers creation tools to generate Hangman, Battleship,
Concentration and other learning games for students. There are a huge
number of shared resources to choose from, should you wish to test them
out before producing one of your own. It also allows teachers to
generate quizzes with ten different types of questions. You may include
audio or images in your quizzes, too.
2. PowerPoint game templates:
3. BrainPOP (or http://www.brainpopjr.com/games/)
BrainPOP is known for its engaging, animated movies and accompanying
resources such as quizzes, graphic organizers, experiments, and other
activities. While you can access some video clips for free, a paid
subscription is required for others. Did you know that BrainPop also
offers a large selection of games for its users? Check them out!
4. Play Harder -Get Smarter Super Smart Games
- This site supplies a wealth of games that you can select by platform,
age or subject matter. Teachers of health/P.E. and arts-related
subjects will be happy to find games that are relevant to their content
areas! There are some excellent, reality-type games that involve models/
simulations of building and managing businesses, directing a movie,
discovering and inhabiting new islands, and on and on! Not all games are
free, but the majority of those that are not offer a free trial.
5. Games for Change
The creators of this site describe their mission as: "Games for Change
(G4C) is a non-profit which seeks to harness the extraordinary power of
video games to address the most pressing issues of our day, including
poverty, education, human rights, global conflict and climate change."
There are nine total game channels which provide a plethora of
intriguing games children, teens, and adults!
6. Social Impact Games:
Entertaining Games with Non-Entertainment Goals - Marc Prensky's site
challenges its visitors to partake in "serious games" - those that were
designed with a purpose other than entertainment. While there are a vast
number of educational games on this site, Prensky has included COTS
(commercial-off-the-shelf) games, business, political and social, health
and wellness, military , projected and upcoming, news, and public
policy games (some of which overlap with those found at the Games for
Change site above).
If you'd like to learn more about games and game-like activities in your classrooms, we invite you to see our books:
Differentiating Instruction with Technology in Middle School Classrooms and
Differentiating Instruction with Technology in K-5 Classrooms.
On March 31, 2010 at 4:30 PM EST, we will conduct a webinar via
BrainPOP Educators called "Classroom Games? Why not?" Please join us!