E-games: Putting Student Play to Work
November 11th, 2008 November 11th, 2008 Posted in UncategorizedNo Comments
E-games have now become a very popular learning technology used in classrooms today. This is due to the large amounts of research being conducted on them, new learners or ‘digital natives’ being disengaged with traditional instruction and the increased popularity of games. Just what do games bring to the education table? General Research suggests using games helps to increase student engagement while being fun and educational at the same time. Furthermore, in an article by Van Eck, it is said that learning with games takes place within a meaningful (to the game) context. Games are so effective not because of what they are but because of what they embody and what learners are able to do as they play the game. A certain ‘flow‘ can be achieved when using games effectively that shows absolute student involvement and connection toward the games task.
However, as teachers we can not infer that using games will promote affective and meaningful learning all the time in all situations. Teachers need to be aware of how to make games beneficial in the above ways and not focus on ‘fun game play’ at the expense of educational value. Furthermore, there is also danger of games becoming too academic in nature and neglecting enjoyment and fun, which has been identified as being crucial to increasing student engagement levels and ultimate success of an e-game.



