Instructors should incorporate online educational games into the
classroom. Online educational gaming can benefit students by applying their
knowledge, testing newly attained skills, and forces millennials, people born between the late 1980s to early 2000s, to interact with
technology.
The online educational game my team, Group A, chose was a math
game create by Fun Brain. This math game, Space Fractions, explored the
application of fractions. In order for our team to evaluate Space Fractions we created
a rubric with four categories and a maximum score of four points for each item.
These four categories included: Attractiveness, Accuracy of Content, Rule, and
Knowledge Gained.
I rated Space Factions with an A. I rated each category with a
full four points. I felt the attractiveness of the game was very appealing. It
used many bright colors and drew my attention right away. I really enjoyed how
the game incorporated a space alien pilot, a space ship with unlimited
ammunition, and collecting items to meet the goal. All factions used in the
game were correct and used properly. The game was easily understood, age-appropriate, and very user-friendly. The rules of the game were well-stated. I was able to operate the game with accuracy. This game tested my
knowledge of fractions and allowed me to use the same knowledge gained in Space
Factions to complete similar questions on paper.
The most helpful technological tool we incorporated during this
project was creating a website on Blogger. This website helped us organize our
topics and graphics, as well as create a user-friendly online tool for our
classmates to following along during our presentation.
There are many benefits of online education gaming. Instructors are able to integrate knowledge and technology.
Zhi-Hong writes, “A blending approach is also emphasized to integrate learning
activities and digital games as a game-based learning environment, in which
students apply learned knowledge for game progress (Zhi-Hong et al. 317). Students readily retain knowledge when there
are games involved. Students can be exposed to new types of technology. In a
recent study performed in the United States, Sunha writes, “As a potential way to improve the performance of
linguistic minority students, some researchers have explored the use of
computers. These efforts are of critical importance for the increasing
population of linguistic minority students (Sunha, Mido 225).” Students gain knowledge of game references.
Posterity continues to evolve and so must technology. So the
approach to educating children should also change. An educator cannot use an abacus with a millennial and expect him/her retain the information as effectively. The incorporation of
technology, specifically online gaming, should be upheld in every classroom.
References
Sunha, K., & Mido, C. (2010). Computer Games
for the Math Achievement of Diverse Students. Journal Of Educational
Technology & Society, 13(3), 224-232.
Zhi-Hong, C., Liao, C. Y., Cheng, H. H., Yeh, C.
C., & Tak-Wai, C. (2012). Influence of Game Quests on Pupils' Enjoyment and
Goal-pursuing in Math Learning. Journal Of Educational Technology &
Society, 15(2), 317-327.
Hi:
ReplyDeleteWork on the formatting of your writing with the BLOG. A little practice should do it.
-j-