Saturday, November 30, 2013

Teaching Students to Fail



http://goo.gl/Xz2GfV

"The beauty about games is that they encourage failure. They are predicated on kids trying things and failing and trying something else and trying it again.  That's a skill that we need to impart on our kids. This fearlessness in just doing stuff."1    -  Dan Thalkar



Are video games a stretch in education?  Almost all teachers would concede that introducing gaming into the classroom would increase engagement, but would they agree that it improves learning? 

I think it is important to respect the engagement factor with regards to this topic, but I also think as educators we must look beyond it for more.  Can we effectively teach concepts, skills, strategies and curriculum that will prepare students for what lies ahead? 

The quote by Thalkar struck a cord with me because I never looked at it this way before.  Also because it lines up nicely with what I always tell my students, “If you are not struggling, you are not learning”.

By using the gaming framework, we are essentially allowing students to regroup, reformulate ideas and try something new until the achieve mastery or success, while at the same time developing a positive relationship with failure in a low stakes environment.2  This learning environment requires students to problem solve and expand their cognitive abilities.

The American Psychologist journal suggests that exposing students to gaming can also, “Strengthen a range of cognitive skills such as spatial navigation, reasoning, memory and perception”. 3  Similarly, another study found as much as 12 percent improvement in problem-solving abilities and memory. 4  

http://goo.gl/jH024y
One example of a gaming that is becoming more and more prevalent in schools is MinecraftEDU.  Currently, over 1700 schools around the world have purchased and are using this game to teach. 5 Co-owner and teacher, Joe Levin, believes that teachers are beginning to see the value in this game because they can change the game to fit the curriculum. 6

It is very apparent that teachers are doing just as Levin says.  A quick Google or Youtube search reveals teachers using and sharing their student work that touches on almost all curriculum subjects.  Students can apply what they are learning into their very own world that is limitless with regards to creativity and extensions.  Click here to see samples of some of this work.

This movement does not come without its skepticism and resistance.  Some parents online see games, such as MinecraftEDU, as a constant distraction and an addictive issue for children.  For instance, Lisa Guernsey blogs, “You may rue the day you let this time-sucker into your household?”7 However, she does go on to admit that she definitely sees the educational significance of this type of learning.

With this type of learning, it is possible that students can get too involved.  Eric Klopfer, a professor at MIT states, that “While the game (MinecraftEDU) is clearly good for kids, it doesn’t mean there should be no limits,”8

I guess if our biggest fear is over engagement and that on-going research supports its effectiveness of gaming in the educational setting, then I guess it time to get my Minecraft on and introduce gaming to my 21st century learners!

 Work Cited

1 comment:

  1. Thanks so much for the information and discussion about the relevance of gaming in the classroom. I read a tweet the other day from a teacher/parent indicating that her son learned to read and spell through the real time conversations he was having in the Minecraft environment. While you bring up the win/lose/risk dimension of gaming, there are many more. Students learn to collaborate and to create. Sometimes we call computer programs "games" when really they are more "environments". Again, Minecraft is a good example of this since often, there isn't a game premise, but instead the focus is on collaboration and creation.
    Once again, a fantastic resource you've shared here.

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