Write a reflection about your experience with
games, simulations, or immersive environments as an instructor, a designer,
and/or learner. It should be at least 250-300 words. Delve deep. How do you
understand the differences between entertainment and learning game design and
environments? Why are you interested in learning games?
My parents installed a lot of “educational games” on our
family computer when I was growing up. Like
many students of my generation, I played Oregon
Trail. I learned some landmarks I would
have never learned, and I became familiar with the name of diseases like dysentery
or cholera. I also played more obscure games like the “Super Solver” Learning Company games Such as Spellbound or Midnight Rescue.
I don’t have any proof they helped or
hurt my education. I am pretty sure they were better than regular video games. I
am not sure if the games were as effective as my parents reading to me, or helping
me with homework.
Some of the more advanced games that I have played as an adult
have been the Civilization series, Sim City, and most recently a Mars Colony
simulator called Surviving Mars. I remember becoming interested in history because
of the Civilization series. Sim City has taught me about how cities
are built. Surviving Mars has deepened my interest in Space Exploration. There were clear limits to what I could learn
in these games, however. No computer simulation can genuinely simulate the
unpredictably of the real world. There
is no “save scrumming” in real life, and life is not “balanced” to be fair.
The most “real” simulation I have participated in was a virtual
stock market game we played for my high school economics class. We were given virtual cash to buy “stocks.” The website we were in tracked the actual
stock market, and we got to see our money rise and fall. Because real stock
data was used, the lines between the “real world” and the game were blurred.
In the classroom, I used Kahoot and Quizlet with my students.
When they first came out, I initially saw a lot of enthusiasm and engagement
with the programs. They did become stale after some time leading me to wonder
if it was the novelty of them or the games themselves that engaged the
students. I believe that gamification in itself does not make a good lesson. A
well designed Kahoot game helps students while poorly designed games are a
waste of time. One of the things I look
forward to learning in this class is how to plan better.
My experiences with games have shown me that there is a
blurry line between what is entertainment and education when it comes to games.
It is fun conquering the world in a civilization game, but it is also nice that
I can learn about world leaders, and admittedly simplified versions of what society
are like. It could be said the education, technology-based or not, does not
strictly happen in the classroom. Well-designed instruction must in engage us
in multiple levels, and it requires a lot of thought. My interest in video
games and my experience as an educator has piqued my interest in learning
games. I look forward to continuing this blog.
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