Concept Three
Changing our group topic in week five
to Gaming in Learning encouraged me to further research other avenues of gaming
that can be incorporated into the curriculum. As we have already discussed and
researched our students are digital natives and use technologies on a daily
basis. As my experience has been based on Commercial off the shelf games I
wanted to research a game that had been written and developed with the
classroom in mind. Through research I found an online game called Lure of the Labyrinth.
Lure of the Labyrinth provides
students with a variety of ways to be creative, ethical, confident and
enterprising as outlined in the Draft Shape of the Australian Technologies
Curriculum (2012), whilst incorporating core curriculum learning. The game is
based on Mathematics and English. Ethical
behaviour can be taught in conjunction with the game as there is a function
where students can communicate. This is another essential component of student
learning to assist with life and career skills (Partnership For 21st Century
Skills, 2011).
When I began researching Lure of the Labyrinth
I involved my children to see what their approach to the game was and what
aspects of learning could be developed. One of the first games they worked in
was based on times tables. I have struggled for years trying to engage them in
a variety of ways to learn timetables. When this aspect of the game surfaced
the interaction I witnessed was unbelievable, they were able to approach the
game with no fear, applied their prior knowledge and did not complain they were
doing times tables. They were the ones that made the connection, yelling out; “this
is just like doing timetables.” Working collaboratively they solved
mathematical problems and read the story in the form of a comic. Using this
technological tool in a collaborative environment that incorporates Mathematics
and English was a rewarding and fun experience with my own children. This form of
educational gaming has hooked me in wanting to incorporate gaming into my
teaching.
Gaming provides a different and
varied approach to learning in the classroom. Garrick & Keogh (2010) promote
the need for teachers to create a supportive classroom, recognise difference
and cater for all students. Many middle years’ students disengage in learning
and school (Garrick & Keogh, 2010). Therefore incorporating a variety of
teaching methods including gaming will gain interest of students and result in engagement
and students wanting to learn.
Link for LA1 video:
Link for LA1 video:
References
Garrick, B. & Keogh, J. (2010). Differentiated learners.
In Pendergast, D., & Bahr, N. (Eds.), Teaching Middle Years: Rethinking
curriculum, pedagogy and assessment (2nd ed.). (pp. 68-85). Crows Nest, NSW:
Allen & Unwin.
Partnership For 21st Century Skills. (2011). Framework for
21st Century. Retrieved from
Learninghttp://www.p21.org/overview/skills-framework
Australian Curriculum, Assessment and Reporting Authority.
(2012). Draft Shape of the Australian Curriculum: Technologies. Retrieved from http://www.acara.edu.au/verve/_resources/Draft_Shape_of_the_Australian_Curriculum_Technologies_paper_-_March_2012.pdf
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