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Technology in Education
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tigoree - > Tim's Goree Details -> Games Are More Important Than You Think
Games Are More Important Than You Think

Andrea Bennett, one of my favorite people, and the Executive Director of CETPA (CA Educational Technology Professionals Association) e-mailed me today asking if I would do her a huge favor and write an article for the OnCUE (Computer Using Educators) magazine on behalf of the CETPA membership.  Well, it's hard to say no to her (she's so nice), so I asked what the deadline was.  She said ASAP.  Nice.  So, I wrote this and turned it in.  You saw it here first!

Oh, and it is directed to teachers who are interested in technology, so if you don't get some of what I'm saying here, it just means that you aren't a teacher. No big deal!

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What is the first thing you think about when someone mentions the term “educational game”?  Some, like me, immediately equate “game” to “computer game”,  and think of any number of products that we have been exposed to in the past.  Others may imagine what a futuristic educational video game could be like - something along the lines of virtual reality, science fiction style.  I imagine many veteran teachers would think about the types of games, not necessarily computer related, that they use as devices to engage children in the learning process.

I’m a little ashamed to write that the very first thing that came to mind for me was the Reader Rabbit series of computer programs.  Don’t get me wrong, these are fine products that accomplish a very specific set of goals with young children.  I suppose, in retrospect, that I am a little disappointed in the smallness of my own initial thinking.

The fact is, an “educational game” can be all of the things I mentioned above, and much more.  As educators continue to move toward the ultimate goal of preparing students for a competitive work life filled with problem solving, analyzing, and creativity, they will find that “educational games” will become critical to core instruction.  To understand what I am referring to, try substituting the word “game” with the word “simulation”, and let me provide an example.

Ten years ago, I was part of a team of teachers and administrators in the Kern High School District that had the challenging but rewarding task of developing a state wide program called Virtual Enterprise (www.VirtualEnterprise.org).  Many of you may be familiar with this program, since upwards of 200 high schools in California are involved with it today.  The purpose of the program is to teach entrepreneurial skills, and we believed that the best way to do that would be to create a business simulation, in essence, a “game”!

Virtual Enterprise is a window into the future of what education must eventually become to teach what many have termed “21st Century Skills”.  Is a simulation like this completely run on computers?  No, but it is supported in critical ways by technology, which is really no different than the real world of business.  Every class creates a website to sell and promote their virtual products.  Every student uses e-mail and other productivity applications to run their business.  The central office provides a sophisticated web-based banking system to facilitate the exchange of virtual money.  All of these technologies come together to allow students in California to create a world wide virtual economy through communication with similar programs outside of the state.

Sounds familiar, doesn’t it?  It sounds like the kind of classroom that some educational dreamers have been blogging and speaking about.  You know, those dreamers who really don’t live in the “real world” of education as we know it.  The ones who can’t seem to understand that the politics, the financial constraints, and the established ideas of teaching will never allow this type of classroom to materialize.  Strangely enough, it has materialized in the Virtual Enterprise program, and it started 10 years ago in California.

Virtual Enterprise is fairly unique, but it isn’t the only program that seeks to use simulations to create a more powerful learning environment.  However, all of these programs in general are still seen as “fringe” concepts that exist on the outside of core instruction.  Therein lies the biggest obstacle to modernizing teaching and learning.  Believe it or not, I predict that games or simulations will become central to modern instruction in public schools.  With that major shift in pedagogy, we will usher out the static classroom along with state testing in its current form.  With that major shift in pedagogy, we will usher in an environment where teachers facilitate learning, but students actually own it.

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Topics: school, Education, games, Technology, teaching
posted by tigoree on Thursday, April 3, 2008 at 08:23 PM
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posted by sunnica on Apr 3, 2008 at 11:04 PM

This is how you write when you need to write quickly? 

Need another job?

:)

posted by taratreaster on Apr 6, 2008 at 01:31 AM

Great Job!  I happen to LOVE Reader Rabbit and Millie's Math House.  Am I dating myself? 

As a parent of a child currently in Virtual Business (V.B.)  I can say this "game" has changed her life.  She grew up wanting to be lawyer and she, in the last two years that she's been in V.B. has changed her calling to International Business.  This class has given her so many real life skill, more than any other class she has taken, possibly more than ALL the other classes she has taken combined.  It connects with her in a way she understands, using today's technology.  Not only has she become more in touch with who she is and where she wants to go in life, this class has open many doors for her.  I have just come back from picking her up from a week long trip to New York, where she and the V.B. team competed nationally, in this game you speak of. 

As a teacher, I'd love to see the way we teach, assess, and conduct state testing, move away from what it currently is, to look like what you are talking about.  I think our students would do much better performing in the "their" arena, using technology.  Our students today are growing up in a world unlike any other when it comes to technology.   Kids can send a text, pictures, video across the country, or carry it in their pocket.  They see pictures they've taken instantly, they carry and use computers everywhere, first graders can navigate the Internet.  Yet in the classroom our main delivery of instruction, and assessment is still paper and pencil. If we don't start integrating better technology that engages our students in instruction we will continue to lose kids interests.  Let's face it people, paper and pencil can't compete with what these kids can do in the real world...How long will it take "us" to catch up?

As Tim has pointed out, "games" are a great start to this integration, but I think there has to be more.

~Tara

 

posted by sunnica on Apr 8, 2008 at 06:55 AM

 Tara and Tim,

This is really the first time many of us are hearing about Virtual Business.  As much as Tara's daughter has embraced it and had it change the course of her future studies, I would love to get an article written about this for the paper.  An interview or two from either the teacher or a student (or 2) discussing their feelings about the class and in what ways the class has provided a unique education for them -- I'd LOVE to read that! 

Not many people know about this.  What an incredible experience these students just had who went to NYC. I would be interested in learning about ANY class that has this much impact on students.

1

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