Computer games, simulations, and
virtual activities in education need to be carefully reviewed before being
selected for use in the classroom. Educators should take a proactive role in
promoting the appropriate selection and use of software that engages students
in a meaningful way. Teacher-led classroom discussions of current events in
gaming and web-based programs must be heard by parents and guardians, so that
what is taught in school is reinforced at home. This paper (April, 2004) will
cite examples from actual classroom experience and current events, while
examining the relationship to the International Society for Technology in
Education (ISTE, 2004) social, ethical and human standards. Analysis of the
dimension, scope, and opportunity for higher-order thinking will shed light on
the value computer games, simulations, and virtual activities for students.
Computer
games in education need to be carefully reviewed for appropriate use and
compatibility on many levels. Teachers must evaluate computer games that
require input from students, and output from software in the form of positive
or negative reinforcement. The following questions need to be answered before
students launch game software in schools:
1. Does the game relate to
grade-level curriculum?
2. Is the game intended to
reinforce basic mathematics or language arts skills?
3. Does the game provide
appropriate feedback?
4. Does the game require the user
to take notes, ask questions, or go elsewhere for information?
5. Is the game limited in scope and
dimension, such that higher order thinking skills are not engaged?
6. Is the game in conflict with the
Technology Foundation Standards for Students (ISTE, 2004)?
A
recent article from Education Week: Technology in Education (http://www.edweek.org,
February 2004) cites research that shows computers in elementary classrooms are
primarily used for math games and drill and practice activities. Schools with
computers in every classroom also have teachers who have not yet learned how to
use the computer as a tool for teaching and learning. Many elementary school
teachers view computers in their classrooms as toys, and allow their students
to play games before and after school as well as during recess. The unfortunate
outcome is that students are taught to view the computer as a toy, and not a
tool for learning.
Many
of the Technology Foundation Standards for Students (ISTE, 2004) for social,
ethical, and human issues (Table 1) should be considered when selecting games
for use in the classroom. For example, is the game age-appropriate, and
relevant to the curriculum? Does the
game promote
cooperative learning? Are positive social and ethical behaviors exhibited when
playing the game? Is the computer being used in a responsible way by the
students?
Table 1
Performance indicators for
technology literate students (ISTE, 2004)
Pre-K
– 2: Prior to completion of 2nd Grade, students will: |
·
Work cooperatively with peers, family members, and others when using
technology in the classroom. ·
Demonstrate positive social and ethical behaviors when using
technology. ·
Practice responsible use of technology systems and software. |
Grades
3 – 5: Prior to completion of Grade 5, students will: |
·
Discuss common uses of technology in daily life and the advantages
and disadvantages those uses provide. ·
Discuss basic issues related to responsible use of technology and
information and describe personal consequences of inappropriate use. |
Grades
6-8: Prior to completion of Grade 8, students will: |
·
Demonstrate knowledge of current changes in information technologies
and the effect those changes have on the workplace and society. ·
Exhibit legal and ethical behaviors when using information and
technology, and discuss consequences of misuse. ·
Research and evaluate the accuracy, relevance, appropriateness,
comprehensiveness, and bias of electronic information sources concerning
real-world problems. |
Grades
9–12: Prior to completion of Grade 12, students will: |
·
Identify capabilities and limitations of contemporary and emerging
technology resources and assess the potential of these systems and services
to address personal, lifelong learning, and workplace needs. ·
Make informed choices among technology systems, resources, and
services. ·
Analyze advantages and disadvantages of widespread use and reliance
on technology in the workplace and in society as a whole. ·
Demonstrate and advocate for legal and ethical behaviors among peers,
family, and community regarding the use of technology and information. |
Educational
computer games, such as Word Munchers (The Learning Company, Minnesota Educational
Computer Corporation, MECC, 2004) and Math
Munchers (MECC, 2004), provide basic language
arts and mathematics drills, but also incorporate purple monsters, known as Troggles, and high score features which give students the
impression that they are playing and not learning. In addition, if the material
is too easy, or has already been learned, students will quickly surmise that
the primary goal is to get the highest score possible while avoiding being
eaten by Troggles. The result of playing repetitive
games with limited outcomes is wasted class time for students and teachers.
The
Sunburst (Sunburst Technology
Corporation, 2004) software catalog cover reads “Empowering Teachers, Inspiring
Students, Unlocking Potential.” Personal observation and experience has shown
that most game titles from these types of catalogs ultimately disengage
teachers, and leave students with the primary goal of making it to the high
score hall of fame. Technology coordinators for schools faced with the
responsibility for spending money that has been budgeted for software must be
wary of these pitfalls, as well as other problems such as compatibility with
future operating systems, and negative reinforcement. The Math Blaster (Knowledge Adventure, 2000), and Reading Blaster (Knowledge Adventure, 2000) games have serious
compatibility issues, running on Windows 95, but freezing later Windows
operating systems. The
Computer
games designed to teach kindergarten students early literacy skills is an
example of a more appropriate use of game software in schools. Earobics (Cognitive Concepts, 2003) is a phonemic awareness
program that offers five different skills games designed teach children
beginning and ending word sounds. Each student must wear headphones, and is
directed by a
teacher to play a specific game within the program. The software provides
detailed progress information that is printed and shared with parents, and
challenges students by upgrading the degree of difficulty with successful
completion of each level. Learning specialists at The Haverford School,
Web-based
computer games are all over the Internet, and many focus on entertainment
value, or violence. A recent Google search for
“Educational games” listed Educational
Games (http://www.teach-nology.com/web_tools/games/,
2004) at the top of the results displayed. Games ready for download from this
site included
I
recently read Grand Theft Auto in the
dock over
Simulation
software has proven useful for the study and understanding advanced math,
science, and engineering concepts. What sets simulations apart from computer games, is likelihood that teachers will have selected them
for a specific purpose, and will require students to reflect upon and draw
conclusions from the program sequence. One example of a computer simulation
selected for educational purposes is the
While simulations are likely to
have more appropriate classroom applications than computer games, an important
warning must be acknowledged, particularly for engineering simulations. In an
article from Georgia Tech Research Horizons entitled Better Buildings,
Stronger Structures (Sanders, 2004), the software developer of GT STRUDL, which stands for Georgia Tech Structural Design Language, warns engineers about technology dependence. Dr. Leroy Emkin, co-developer of the GT STRUDL software is an advocate for competent human engineers making design computations before turning to a computer. Dr. Emkin was quoted,
“Computers can be a significant benefit in helping an experienced engineer find a better solution, but engineers must first have the skills to solve engineering problems without a computer….Solving engineering problems does not require a computer. Humans were solving engineering problems for hundreds of years before we had computers.”
Virtual
activities involve user interaction with an animated computer interface.
Teachers who decide to use virtual activities in the classroom should consider
pre-lesson and post-lesson plans to prepare students for the best possible
learning experience. Fourth grade students at The Haverford School, Haverford
PA, have explored basic geometry concepts as part of their study of ancient
conceptualizing
polyhedrons, providing an alternative to static two-dimensional graphics from a
textbook.
A
second virtual activity used at The Haverford School,
organized by grade
level and topic, with numerous activities to choose from. A third grade teacher
was excited about using Peg Puzzles, and the Magic Triangle from Virtual Manipulatives (
Computer games should not be used
in the classroom unless they have been selected for relevant curricular skills
that can be measured, or areas of study that require students to use other
resources for a higher order thinking. Computer
simulations are appropriate for students to run on models to see how they might
work in the real world, provided that students have an opportunity to apply and
test the same principles in a controlled environment. Virtual activities should
be selected for specific curricular purposes and limited to small groups for
short
durations, so that
students are less likely to tune-out from their surroundings. In topical
reading from Technology and the Future
(Teich, 9th ed.) Computer Ethics (Forester and Morrison,
1993), the authors conclude that it is the responsibility of computing
educators to make students aware of the social context in which computers are
used. Another conclusion from Virtual Schools and E-Learning in K-12 Environments (North Central
Regional Educational Laboratory, 2002) notes that “e-learning may work best
when it is combined with some face to face classroom experience.”
Whether it be a game, simulation, or virtual activity,
social components must be included so that students have opportunities to work
collaboratively with others to respond, report, and reflect on their
experiences.
Forester, T
& Morrison, P. (1993) Computer Ethics.
Sunburst
Technology Corporation (2004) Empowering
Teachers, Inspiring Students, Unlocking Potential.
Alfeld (1997). The Platonic Solids. Available
Cognitive
Concepts (2003). Put
Education
Week (2004). Technology in Education.
Available
Gamesindustry.biz (2003). Grand
Theft Auto in the dock over
International
Society for Technology in Education (2002). Technology
Foundation Standards for
Students. Available
MiniClip Limited
(2004). Shoot ‘em Up.
Available
North
Central Regional Educational Laboratory (2002). E-Learning Policy Implicaitons for K-12 Educators and Decision Makers.
Available
Sanders, J. (2000).
Teach-nology (2003). Educational
Games. Available