Sunday, 21 June 2015

Concerns When Selecting a Game for Use in the Classroom



“To make this subject fun, I will use a game,” is a natural thought that passes through many an educator’s mind at one point or another. It is not, in itself, wrong. However, there are concerns that one needs to be aware of before following this train of thought. Among them are implying that even the teacher does not consider the subject fun, balancing the fun with learning, and ensuring that the game has been assessed for its purpose and not simply its fun.  
Every content has its drier moments. Quite often these tedious elements are focused around memorization, which is an act no-one seems to enjoy, but everyone seems to value the results of it. Teachers should find ways to make this process easier and more palatable. Many tricks are used, such as putting the required datum into song form, but turning a memorization drill into a game is a typical strategy that can usually make the experience more fun for everyone. Many online flash-based games are essentially of this type, flashcards with fun graphics or competitive scoring to sugar coat the memorization process.  Framed within a clearly established value of the content on its own, even without the cool visual or the winning, and followed through with reinforcement of the usefulness of the learned facts, these games can be very supportive of the student’s learning process without any concern that the teacher might be seeking sugar for a bitter pill.
In trying to balance the fun of a game with its usefulness for learning there are two things to focus on. The first is on the game and analyzing whether or not it is a worthwhile tool for learning. In assessing the value of a lesson’s element, such as a game, a rubric can help with the analytic process.  However the orderly geometric patterning of rubrics can seduce the mind into seeking balance. In group D’s project, we selected 5 categories to measure the fun and 5 categories to measure the educational value. The number 5 was chosen for its special numerical power: 5 categories x 2 x 10pts each = 100 points, a convenient number for generating percentiles. We had a lively debate on the virtue and need of many categories, which we eventually whittled down to the 5 the group found the most essential. Here we could have quite easily generated 4 different rubrics, with a significant amount of overlap admittedly. Were those 5 fun and 5 educational categories we ended up with the most essential? Probably they were not. In fact, as educators, we probably should have resisted the instinct for a balanced 5 vs. 5, and instead weighed the rubric heavier towards the educational value. However, it is unlikely that there are 10 objectively essential categories. It is important with rubrics to remember that, while they seek objectivity, they are fundamentally still bound to some subjective choices. So, one should not be afraid of the debate, nor of insisting on the greater value of something over another, and adjusting the rubric accordingly, even if it breaks the ordered balance that the structure tries to establish.
The second thing that should be focused on is whether or not a particular game, recognized to be fun, memorable, and highly educational, should be granted some of the all too precious time that a teacher has with his or her students. “I loved that game, it helped spark my interest in geometry” is a rousing endorsement, but is not enough to justify its inclusion in a grade level that does not have curriculum standards for the element of geometry the game uses. In preparing its presentation, group D spent a considerable percentage of our face to face time considering how any game we might present on would actually be used in a real classroom. This meant that we needed to identify the content standards the game covered. We did this by researching the GDOE Curriculum Documents to find specific standards at the same grade level for each content we envisioned the for the lesson. We found a common grade level (8th) and thematic compatibility in the following standards: GDOE Science 8.4.9 and GDOE CCSS MATH 8.EE.3 and 8.EE.4. (GDOE Curriculum Documents (n.d.)) By finding these standards we could assess the alignment of our game to what should be occurring in the classroom.
As a team, our individual tasks could be performed separately, especially with Google drive and basic exchange of links either in a Google document or via email. So, we found it valuable to spend the larger part of our face to face time considering and at times debating these three qualitative concerns about our chosen game, Pod Launcher (Science Monster by Cool Math (n.d.)), and a few other candidate games. By establishing our qualitative values for learning the content, categories within our rubric, and degree to which we wanted alignment with the content standards, we found it quite possible to relax in regards to the choices teammates made independently working on their given tasks.

GDOE Curriculum Documents - Curriculum and Instruction. (n.d.). Retrieved June 21, 2015, from https://sites.google.com/a/gdoe.net/curriculum-and-instruction/gdoe-curriculum-documents

Science Monster by Cool math .com - Games - Pod Launcher. (n.d.). Retrieved June 21, 2015, from http://www.sciencemonster.com/games-app/pod-launcher/index.html

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