Incorporating video games into the classroom

10 Jun

One cannot just decide to use video games in the classroom one say at random. Use of the games have to be well thought out and plotted. The use will have to be approved and properly explained to the principal and possibly the parents. When deciding whether to incorporate video games in classroom instruction, the content and educational benefits of the games should be of primary importance. Video games give a student instant, individualized feedback as well as providing direct control over the difficulty level of the game. Students set this difficulty level as high as possible in order to challenge themselves and feel good about their accomplishment. Although teachers would surely like to offer their classes a similar kind of challenge, it's difficult for them, given the limits of their time and responsibilities, to attend to the needs of each individual student in the same way. Because of this, video games have the capability to become valuable tools for music teachers, tapping into a special kind of excitement that might not be found as easily through traditional classroom instruction.
Here's a link to the The Educational Games Database (TEGD), "a website catering to educators who want to learn more about the educational potential of video games. TEGD is a resource for educators at all grade levels, and with all types of backgrounds related to technology and video games." This a great place to start in trying incorporate video games into the curriculum
 Here's a link to an article that describes how a teacher used video games to reduce her students reluctance about reading.
Here's a video to an extremely cute and well put together video talking about video games and tangential learning ("what you learn by being exposed to things in a context you are already engaged in" i.e video games):








Enjoy!

~Briana

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