Unit 3: Use Video Games in the Math Classrooom
Unit 3 Overall Objectives:
· The participant will be able to assess video games used for math instruction.
· The participant will create a classroom activity incorporating a video game by using the information learned in the course.
Your principal has decided that it would be beneficial to create a math course that includes video games. The course will be offered to students that are at-risk for being non-proficient on the end of the year state exam. The course must also address 21st century learning skills. The last step in the process is to present a video game assessment and classroom activity to the school board. The course is dependent on the school board’s approval so that appropriate funding will be provided. If the school board approves, you will have the opportunity to teach this new and innovative course!
Tip: The links will redirect you from this website. I suggest right clicking and opening the links in a new tab.
Simkins (2014) explains the three parts of video games that should be assessed before use in education.
Read pages 265-269 of Chapter 14 in Learning, Education, and Games: Volume One
Turkay, Hoffman, Kinzer, Chantes, and Vicari (2014) explain considerations for educators when choosing and using video games. You will be using the questions in Table 1 (Turkay et al., 2014, p. 15) to assess a video game.
Watch this video: https://www.ted.com/talks/gabe_zichermann_how_games_make_kids_smarter
Read this blog and watch the video: http://www.edutopia.org/blog/james-gee-video-game-project-based-learning
Read Chapter 1 in Learning, Education and Games: Volume one
21st century skills consist of learning and innovation skills, life and career skills, and digital literacy skills (Kulman, Slobuski, & Seitsinger, 2014, p. 161). "By using video games to teach skills such as collaboration and creativity teachers are able to provide students an opportunity not only to develop those skills, but also to increase their digital literacy skills" (Kulman, Slobuski, & Seitsinger, 2014, p. 162). Video games not only use technology, but they teach 21st century skills.
Read Chapter 9 in Learning, Education and Games: Volume one
"Video game-based learning seems to have positive effect on students' mathematical skills as well on students' cognitive and mental skills. At the same time, educational math video games could motivate students' towards the course of mathematics" (Drigas & Pappas, 2015, p. 66).
Read the article On Line and Other Game-based Learning for Mathematics
Read through these standards: http://www.corestandards.org/Math/Practice/
Please answer the following discussion question: Justify to your principal the creation of a math course using video games. Explain how video games can be used to address the Common Core Math Standards.
The discussion area for this course is https://groups.google.com/forum/#!forum/using-video-games-in-the-math-classroom
Open the Unit 1 Discussion topic and create a reply with your discussion.
Did you learn any ways to justify using video games in the math classroom?
To check, open up your self-assessment that you completed at the beginning of Unit 1. Now, answer questions 1a, 1b, 2a, and 2b.
When you have completed your self-assessment, please email the document to firstname.lastname@example.org and include Unit 1 Self-Assessment in the subject of the email.
You are ready to begin Unit 2!
Click here to return to Using Video Games in the Math Classroom.
Bertozzi, E. (2014). Using games to teach, practice, and encourage interest in STEM subjects. In K. Schrier (Ed.), Learning, education and games (pp. 23-36). Pittsburgh, PA: ETC Press.
Drigas, A. S., & Pappas, M. A. (2015). Online and other game-based learning for mathematics. International Journal of Online Engineering, 11(4). Retrieved from http://www.researchgate.net/publication/280727581_On_Line_and_Other_Game-Based_Learning_for_Mathematics
Kulman, R., Slobuski, T., & Seitsinger, R. (2014). Teaching 21st century, executive-functioning, and creativity skills with popular video games and apps. In K. Schrier (Ed.), Learning, education and games (pp. 23-36). Pittsburgh, PA: ETC Press.
National Governors Association Center for Best Practice, Council of Chief State School Officers. (2010). Common core state mathematics standards. Washington, DC: National Governors Association Center for Best Practices, Council of Chief State School Officers. Retrieved from http://www.corestandards.org/Math/Practice/