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Video and Computer Games in the Classroom

Video and Computer Games in the Classroom Jennifer Davidson, Alexandra Keys, Elizabeth Krahn , Emily Stilwagon , Jackie Wallerus. CONCLUSION. INTRODUCTION

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Video and Computer Games in the Classroom

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  1. Video and Computer Games in the Classroom Jennifer Davidson, Alexandra Keys, Elizabeth Krahn, Emily Stilwagon, Jackie Wallerus CONCLUSION INTRODUCTION Exploring the usage of computer and video games in education has recently become a heated debate. Some experts believe electronic game usage in the classroom can be strongly beneficial to all students. This type of technology has the potential to enhance teaching and improve learning. Most students already have some experience of using electronic games. Promoting students interests into future curriculums can allow for the idea of positive attitudes towards learning. Other experts suggest that electronic game usage in education can have negative effects. For example, many computer and video games do not promote physical activity. Also several games can be considered un-educational and or inappropriate because of the high violence incorporated into these games. If teachers were properly trained in the area of incorporating appropriate electronic games into the classroom, would it benefit students? In what areas of a curriculum would this type of technology fit best? All of this and more on the idea of incorporating the usage of computer and video games in education are presented in the following areas of this research project. METHODS • Do you think video and computer games are appropriate learning tools for a school curriculum? • What subject areas would benefit the most from the use of video and computer games in a school curriculum? • How can video games can be used best in the classroom? • How can video games be detrimental to the learning experience? • When would the most appropriate time to use video games in the classroom? • What would be the hardest thing for a teacher to deal with when incorporating video games into the curriculum? • Did you ever use video/computer games in the classroom when you were growing up? • If you were a teacher, and you had the resources available, would you use video games in your classroom as a primary method to progress your student’s learning? The most important thing that we learned from our research is educators agree with having video and computer games in the classroom, considering the games are not the only means of a learning tool. Some departments that will incorporate video and computer games in the school curriculum are math, science, and reading and language arts. The areas video and computer games help children are retaining information, teach turn taking, and cooperation, teach problem solving, and motivation to learn. Video and computer games in the classroom can be beneficial if they are used correctly. Most of us grew up with video and computer games in the classroom, which are found to be beneficial. Further research can be done to find out what video and computer games are more engaging for the children. More research can be done to find out how much teachers are educated on the use of video and computer games, and also know when are the appropriate times to use in the classrooms. Video and computer games have many benefits and if used correctly can enhance the learning experience in the school curriculum. 17 people responded to this question. 16 people think that video and computer games are appropriate learning tools for a school curriculum. Only 1 person thought that video and computer games are not appropriate learning tools for a school curriculum. REFERENCES FINDINGS • Angelone, L. (2010). Commerical video games in the science classroom. Science Scope, 33 (6), 45-50. • Company, Oct. 2006. Web. 12 May 2010. http://seattletimes.nwsource.com/html/education/2003309887_videogames18.html. • Groff, J. & Haas, J. (2008). Web 2.0. Today’s technologies, tomorrow’s learning. Learning and Leading with Technology, 36 (1), 12-15. • Kittirmuir, Ceangal, John, McFarlane. Angela "Use of Computer and Video Games in the Classroom." (2003): Print. http://www.slideshare.net/silversprite/use-of-computer-and-video-games-in-the-classroom • (n.a.) Video games in education. AdultLearn.com. 1998-2010. Web. 12 May 2010. http://www.adultlearn.com/video-games-education.html. • Oblinger, Diana. “Simulations, Games, and Learning.” (2006): Print: http://www.educause.edu/ELI/SimulationsGamesandLearning/156764 • Plataforma SINC (2009, February 20). Educational Video Games Effective In Classroom If Certain Criteria Are Met. ScienceDaily. Retrieved May 12, 2010, from http://www.sciencedaily.com­/releases/2009/02/090210134746.htm • Royle, K. 2008. Game-Based Learning: A different perspective. Innovate 4 (4). http://www.innovateonline.info/index.php?view=article&id=433 (accessed May 12th, 2010) • Simpson, E. & Clem, F.A. (2008). Video games in the middle school classroom. Middle School Journal, 39, 4-11. • Srinivasan, Vinod, Karen Butler-Purry, and Susan Pedersen. "Using Video Games to Enahance Learning in Digital Systems." (2008): 4. Print. http://portal.acm.org/citation.cfm?id=1497020&dl=GUIDE&coll=GUIDE&CFID=90144367&CFTOKEN=58466457 • Wood, Danielle. Scientists say kids need more video games. Education.com. 2006-2010. Web. 12 May 2010. http://www.education.com/magazine/article/Ed_Scientists_Say_Need/ • To discover more information about our topic of the usage of video games in the classroom, we conducted a survey using surveymonkey.com, and sent it out to thirty pre-service teachers from Winona State University. The questions that made up our survey are as follows: • T/F - Students who have trouble with school have been shown to have greater success when video games are incorporated into the curriculum. • T/F - Teachers do not need to be educated about video games and the use of them in the classroom. 17 people responded to this question. There were 5 different responses that could have been chosen for the answer. 9 people think Math would benefit the most from the use of video and computer games in a school curriculum. 4 people think that Science would benefit the most. 4 people thought Reading and Language Arts would benefit the most. History and other had no responses. Of the 17 people surveyed, all 17 thought video games could be used in the classroom to motivate children to get involved in learning. 13 of the 17 thought video games could be used to teach problem solving. 12 thought video games could be used to help children retain information and 11 thought video games could help teach turn taking and cooperation.

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