A Different Kind of Teacher
Sometimes helping students succeed is more about the teacher than the topic.
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Sometimes helping students succeed is more about the teacher than the topic.
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Very few video games, including Minecraft, have real educational potential. They can make an okay attention-grabbing gimmick, and they can make for decent sidebar in the classroom discussions. Outside that? If you want kids to learn Math, they'll have to grapple with math directly. Here's the bad news:pearcinator said:Does anyone have any other suggestions for video-games that have educational potential?
Please try to avoid anything M-Rated or higher as I will be teaching students no older than 12. That means no violence, swearing or sexually explicit content. I think RPGs would be great for teaching Maths but I can't think of any appropriate for students under 15.
Best of luck on that front. Educational games are like the City of Gold -- long sought, never truly found. Every kid is able to perceive a fine line within the game, and on one side it's too "gamey," while on the other it's too "educationy" (See: Number Munchers, etc.) Your kids that genuinely enjoy "too educationy" games? Those are the kids that just may have enjoyed learning the content for its own sake... but sometimes overuse of the games can pull them away from that.The Lugz said:fun stuff, shame there isn't a way to drug their water and just make them learn though
a game that teaches maths would be awesome, like hacking with algorithms
maby i should make this game... hmm.
'scuttles off to the code cave'
I remember seeing a study made in the US about good teachers. They collected data on some of the better-rated teachers in schools all over the country, and noted the methods they used (among other data). One interesting conclusion was that the specific teaching method didn't correlate with how "good" the teacher was. The top-rated ones used many diverse teaching methods and not a single one was universally favored by good teachers. (Unfortunately I don't remember the title or any way to reference the paper).Dastardly said:1. Gimmicks have a shelf life. I think all of us, as teachers, have decided at one point that we've found the "Holy Grail" of reaching kids, especially early on in our careers. Eventually, we'll find that what we've really discovered is that novelty breeds interest. If you're a new, younger teacher talking about stuff the kids are into, you'll have their attention... for awhile. Novelty wears off.
Now, a lot of teachers never truly have to wrestle with the problems this can cause, because they see each kid for one year -- maybe two, at the high school level. As a band director, I have the rare opportunity to work with students for as many as eight years, so I can see the long-term effects gimmicky teaching can have. Be very mindful on how much you rely on them, because they can cause damage long term and make the next teacher's job even harder.
2. You can only take so much meat out of the steak before all that's left is fat. Using in-game physics to demonstrate and introduce parabolic flight paths can be a cute way to initially engage quadratics... but at some point, the kids are just going to have to do some real pencil-active problem solving. The problem is, if they're addicted to the fat, the steak leaves an increasingly bad taste in their mouths.
3. This is the biggest problem with the current obsession with "making learning fun." Yes, learning is easier when it's fun. Yes, happy kids are easier to teach. But too often we're doing things in a way that teaches kids it's always the world's responsibility to make things fun for them. This leads to two conclusions: 1) I don't have to do anything I don't immediately enjoy, and 2) It's your fault if I don't enjoy it.
Video games can be, used sparingly, a marginally-effective bridge for "meeting kids where they are." But unless we do something to move them, we'll be guilty of "leaving kids as they were." Never forget that we're in the business of changing kids, not making them comfortable.
Pearcinator, I humbly submit the point of Scholtens' article was not using video games as a means to teach, but as a means to engage with her students. THIS IS AWESOME. She makes a point of saying the methods by which she teaches are the same as her colleagues. Generally speaking first year teachers have enough on their plate with lesson planning / classroom management / assessment without also trying to re-invent the wheel. If teaching is your career, you're in for the long haul. I recommend piloting any ideas you have for games as instruction in an extra-curricular activity before taking it into your classroom (where your principal, among others, may need to be convinced of its validity).pearcinator said:Great article and quite relevant as I am in my final year of a Bachelor of Education (Primary).
If/when I get a full-time teaching job (hopefully next year), I intend on using video games as a means to teach in my classroom.
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Does anyone have any other suggestions for video-games that have educational potential?