Video games have often been thought of as the antithesis to education, with parents and teachers urging students to put down the controller and pick up a book. However, in today's digital world, it seems less and less likely that our children will grow up without exposure to video games. Not only will children be exposed to the games, but it is likely that these games will have an impact on their lives. As such, Kurt Squire (2008) argues that games can provide spaces in which "we have the opportunity to develop skills, engage in creative practices, participate in virtual organizations, and otherwise explore identities unavailable...in other places, such as in schools (Squire, 2008, p. 119). Therefore, if Squire is to be believed, it is the responsibility of educators to explore gaming as a legitimate form of teaching. In his article, Squire points to the many ways in which video games are a specific form of education, in which "learning and pleasure are closely connected, with many players believing that learning is naturally fun" (2008, p. 117). This is a far cry from traditional school, where I don't think anyone would argue that many students do not find learning fun. As such, those of us who teach in traditional settings need to leverage this type of interest and somehow bring it into the classroom. Gaming culture is not something for educators to turn up their noses at, but instead something that we can learn from to improve our own practice. I think that more and more teachers are using games and game culture in the classroom in an attempt to find new ways to engage students. With access to technology becoming more available, trying to leverage the enthusiasm for games like Minecraft and connect them to curricular content is becoming easier to do. But it does take time and effort on the part of the educator, along with a willingness to try new things. I don't think we can simply tell our students to play Minecraft and leave it at that. There has to be intention and planning in place so that the games have a meaningful place in the classroom. If we want our schools to better represent the futures that our students will be walking into, which at this point look to be very technology-infused, then perhaps it is time to dive into a game and see what we can learn. References: Squire, K. (2008). Critical education in an interactive age. Counterpoints, 105-123.
2 Comments
Daraius M. Bharucha
11/20/2016 01:25:51 pm
Hi Rachel,
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Reena
11/23/2016 06:59:16 am
Hi Rachel,
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AuthorI am Rachel Redman. I am an elementary school teacher who is currently working towards my Master's of Education. Archives
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