Education provides powerful experiences and opportunities while
constantly changing and evolving. A factor that can be attributed
to the ever changing nature of education is the continued advancement in technology. Technology has continuously been at the forefront of teaching and learning as it continues to take educational abilities to greater levels. The evolutionary and changing characteristics found in technology brings trends in education, some highly regarded and others are short lived fads that eventually fade away. For example, the implementation of computers in the late 1970s proves to be a technology investment in education, as it has become a norm in educational technology (Thornburg, 2014). Contrastingly, an educational trend that was momentary and did not have a huge impact on education was the use of netbooks, which were quickly replaced by tablets. Thus, technology trends in education come and go, so which emerging technology movement will be the next to stand the test of time?
Assuredly, I’d consider game based learning to be topping the list. The role of games in education is a topic that can be debated amongst educators, parents, and researchers. Are there benefits?Does game based learning really help student learning? A key in discussing this topic is to look at the correlation between constructivism and game based learning. Constructivism contains this set of beliefs: that students are capable of accepting the responsibility to take charge of their own learning; that students are willing to be responsible and responsive; and that students who are entrusted to learn will develop the essentials of intrinsic
motivation and self confidence to continue as independent learners.
Ultimately, students are learning through experiences. “Gaming is an activity enjoyed by many students, and when used for educational purposes, games can improve student motivation towards learning, particularly when used in the creation of constructivist learning opportunities” (Reeve, 2010). The idea of
learning based on student experiences enables connections to be made and problem solving and critical thinking to occur, rather than just a regurgitation of information. “Teaching that focuses on facts can get paper and pencil tests passed, but such learning does not lead to problem solving” (Gee, 2013). As many students already utilize technology to play games leisurely, why not use that experience to create greater learning opportunities?
With the benefits to game based learning come the drawbacks. An obstacle to be considered is time. If game based learning is influenced by experiences how can educators ensure students are learning in a timely fashion? Well designed and well guided implementation of teaching is key in avoiding this, “here is where games become one good tool among others: Games are just well designed experiences in problem solving” (Gee, 2013). Another concern in this educational trend is the appropriateness of gaming for students: Is the content appropriate? Does it apply to the curriculum? Is it suitable for learning or distracting? “Teachers must determine whether the content of the game is appropriate for specific age groups and whether the games are suitable for the standards based accountability movement” (Coffey, n.d.).
Concerns set aside; I’d say the benefits outweigh the risks. The concerns presented in regards to game based learning seem to be solvable with the appropriate level of teacher supervision and management. Conclusively, a forum of learning that has the capability to provide motivation, engage learners, increase problem solving, and foster critical thinking skills is an educational technology trend I’d want to implement in a classroom and have dominating the educational field.
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