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October 18, 2010

Fun & Games

Last week, my Emerging Technologies class focused on the role of games in the classroom.  I was prepared to be excited about this topic, because I really believe that most students learn better by doing, and I also think most people are more open to learning when they're having fun.

But the assignment wasn't just about games in the classroom.  We were supposed to be focused on 21st Century learning.  Most of my fellow students interpreted this to mean computer games, but for some reason, I had a hard time jumping on the bandwagon.  Maybe it's because I never played a lot of computer games myself, but I found myself leaning toward "old-fashioned" games:  card games, quizzes, puzzles, and interactive games.  In part, my preferences were based on what I perceive as classroom realtities:  my students may not all have access to computers or computers with Internet access; I will have a limited amount of time to spend playing games in class, so long, complicated RPGs might be hard to incorporate; and not every student will respond to games or learn from them.

In contrast, the "old-fashioned" games to which I was drawn are easy to incorporate into the classroom, and don't cost anything, so I can use a variety of different games to appeal to different students.  Students don't need any special equipment to play many of these games; others require simple items like a pack of cards, a ball, or even just some questions from the teacher. 

But are old-fashioned games appropriate for 21st Century teaching?  I say, "Yes." 

Preparing our students for the 21st Century requires us to teach them how to communicate well, help them develop strong interpersonal skills, and teach them how to synthesize information effectively.  I think old-fashioned games teach these skills, sometimes better than their high-tech counterparts.  Problem-solving with puzzles or word games can help students become better at using online search engines.  Working with a group of peers to win a quiz or a scavenger hunt teaches the same teamwork skills as many online adventure games.  And plain old card games teach the same strategy skills as fancy online games, even though the graphics aren't as impressive.

I think the key is creativity and inclusivity.  If students learn from the games we bring into the classroom, and if they get excited about that learning, we've done our job.  I'm not sure that it matters whether the excitement is generated by a computer or a pack of cards.

2 comments:

  1. Blakely,

    I love that you reminded us of the simple games that can be used to teach creativity and collaboration. I enjoy using games in my class and the majority of them are quick, simple, and very fun. They allow the students to challenge their thinking, work in groups, and present their ideas to the class.

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  2. To be honest, I wasn't sure where you were going there for awhile, but I'm with ya now! Makes sense - and an interesting idea about using "old-fashioned" games to teach and enhance 21st century skills.

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