Unit One: Why video games in the classroom?


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Unit Objectives

  • Participants will list the ways video gaming can be a useful tool in the classroom
  • Participants will analyze the benefits generally associated with gaming in the classroom

Background Knowledge


Before we begin this unit, take a moment to review the following pedagogical concepts. Create a journal entry for Background Knowledge and define the following concepts in your own words using the links given as a guide.

Reflect on you current teaching methods for a moment.

  • Are your students already engaged in activities that integrate these concepts?
  • Do you believe them to be effective?

Pre-Activities Brainstorm

List your positive and negative thoughts associated with using video games in the classroom.

Why Video Games in the Classroom?

Activity One will be completed as an asyncronous discussion. Please submit your answers using Group Spaces Forum

NOTE: GroupSpaces requires account creation but they make it painless. Once you log in, return here and click on the link to access the forum. Have fun! Activity One:The Research Think about the concepts above as you review the research.

♦ After reading the Key findings, prepare a pros/cons as too the overall thoughts on using VGs in the classroom.
♦ After reading Learning Theory & Key findings, consider the following in your journal.
–Which learning theory do you believe to be the most conducive to student learning? Would they work in harmony with each other or would you focus on one or more in your own practice?
♦After reading Motivation, consider the following.
–Motivating students can be a challenging task for educators. Some students are naturally motivated and others are not. There is a strong argument that teachers need to 'make learning fun' by bringing in the things that young people love, MP3 players, tablets, cell phones, and, of course, video games.
Do you believe the argument for motivation is strong enough to warrant the use of video games in the classroom?
Do you agree with the general idea that educators should try to make learning fun by bringing in "toys and gadgets"?

Activity Two: The Case Studies

  • Choose one of the four case studies starting on page 58.
♦ Summarize your case study.
♦ What do you find engaging and/or dissappointing about the case study and its results?
♦ Of the concepts you reviewed above, which do you see reflected in the case study you chose?

Activity Two should be completed using Microsoft Word and submitted to me via e-mail

Final Activity: Reflective Discussion

Time to participate in a discussion with your fellow classmates. We will be using GroupSpaces forum for our discussion. Please go to the following site and post in the unit one section. You are expected to visit the site a number of times over the following week and continue participation in the discussion by commenting and sharing with friends.

NOTE: GroupSpaces requires account creation but they make it painless. Once you log in, return here and click on the link to access the forum. Have fun!

Group Spaces Forum


Unit Two: The learning outcomes associated with video games in the classroom.

Unit Three: Making the Argument

Works Cited

Groff, J., Howells, C. & Cranmer, S. (2010). The impact of games in the classroom: Evidence from schools in Scotland. Bristol, Futurelab.

Picture Sources

1. http://education-haveityourway.org/welcome/?page_id=9

2. http://www.digitaltrends.com/gaming/new-study-links-increased-creativity-to-video-games/

3. http://cutcaster.com/vector/100054513-Knowledge-creative-mind-background/