Technology Integration Initiative
Brittany
Morgan
Needs
Assessment and Rationale
The majority of schools in the United
States have a diverse population of students, with varying levels of talents
and abilities. Not all students learn in
the same way, and many struggle with grasping skills and concepts through
traditional means. It is therefore my
intention to work to integrate the use of educational video games in the
classroom. I will start by working
solely with seventh grade Social Studies classes.
According to Jean Piaget’s Cognitive
Theory, children learn to understand the world through play. This starts from the earliest stages of
development, and continues on as they mature.
The hope is that, since children spend a great deal of time playing games,
using educational games in the classroom will help them learn more (Thomas,
2011). Research has shown that the use
of games in the classroom not only increases the knowledge and skills gained by
students, but that there is also an increase in motivation to learn, which is a
common problem found in many educational institutions. Games can be used to reach a variety of
students, not just those of a certain gender or skill level (Woo, 2014).
Another major benefit to the use of
gaming in the classroom is that it encourages collaboration, not just
competition. The use of games also
encourages critical and higher order thinking, which are often neglected during
traditional classroom work, and skills that students desperately need to
function in the world (Fredrick, 2014).
Games also encourage fluency, which is “the ability to retrieve
information in an easy and fluid manner”.
Games also offer immediate feedback on decisions and choices made
throughout the experience, which is beneficial to learning (Ault, 2014). All of the skills mentioned above are stated
in Common Core and Next Generation Standards, so by integrating games in the
classroom, a variety of state and national mandated standards are being met at
the same time.
Cost-Benefit
Analysis
The specific game I wish to
integrate at this time is Sid Meier’s Civilization
V, which sells for approximately $25.99.
This is the price of not only the original game, but also the various
expansion packs that have been made for it.
This game does not cost much, and the benefits it would provide to a
seventh grade Social Studies classroom would be tremendous. The Civilization
franchise incorporates themes from geography, economics, politics, and history
(Squire, 2011). As a class focused on
Ancient Civilizations, this game seems perfect to foster the needed skills and
knowledge required for the class.
Research conducted with versions of this
game showed that students became involved in the learning process by playing
the game. After learning how to play the game, students would
then begin to focus on the material that is trying to be taught. Many students began using geography and
history as a “cheat” for the game to try and make their civilization succeed. They also engage in “what-if” scenarios and
work to develop strategies to make their civilization grow and conquer the
world (Squire, 2011). This is the great
thing about games; students will eventually seek out learning experiences and
knowledge on their own in order to supplement their gaming experience (Cox,
2014). A desire to succeed at the game
creates motivation to learn, and with this motivation, students will work to
gain the skills and information needed to complete the tasks before them
(Harris, 2014).
Aside from the software, computers are
needed for this integration. Many
schools already have computers labs, so this should not be much of a
problem. The required and recommended
settings for this game are also relatively low, so even older computer models
should be able to run the game efficiently.
The biggest cost of this integration
would be time, both for educators and students.
To start, those teachers who are working on the integration would need
time to learn the ins and outs of the game.
Essentially, they would first need to learn how to play it. This could be started by offering one or two
after school Professional Development workshops where the teachers take the
time to sit down at the computer and play around with the game. Adults, as well as children, learn through
play, so this would be the best way to introduce it. Some tips could also be addressed during
these workshop sessions.
When it comes time to actually integrate
the technology and lessons into the classroom, it would likely take a
significant amount of time to introduce the students to the game. The teacher must take what they have learned
about the game and teach the students how to play it. This may take less time than the workshops
for teachers. Despite the time taken to
integrate and develop this project, however, it is completely worth the
cost. Though teachers may spend several
days to a week letting students learn about the game, which would distract from
other lessons, in the end the students would gain more of the skills and
knowledge they need then with regular lessons alone.
Technology
Implementation Plan
Timeline
|
Implementation
|
Week 1
|
·
Secure
funding for game
·
Purchase
game
·
Set
up dates for workshops
·
Run
assessment on available computers to see if they meet game requirements
|
Week 2
|
·
Begin
workshops for teachers
|
Week 3
|
·
Begin
integration in classroom
·
Start
introducing students to the game
·
Begin
supplemental assignments to assist gaming
|
Week 4
|
·
Start
full implementation of lessons
|
Final Week
|
·
Evaluation
of student progress after playing game and completing supplemental
assignments
|
Professional
Development Materials
The
Game
Introductory
Material
How
to Play
How to Play Civilization V
Video (This video is extremely long, so only part of it would be watched)
Annotated
Bibliography
Ault,
M. (2014). The effectiveness of reason racer, a game designed to engage middle
school students in scientific argumentation. Journal of Research on Technology in Education, 474(1). Retrieved
May 8, 2015, from Academic OneFile.
Cox,
J. (2014). Role-playing games in arts, research and education. International Journal of Education through
Art, 10(3), 381-395. Retrieved May 8, 2015, from EbscoHost.
Fredrick,
K. (2014). Play along: gaming in education. School
Library Monthly. Retrieved May 8, 2015, from Academic OneFile.
Harris,
C. (2014). Make a game out of learning: Quest-based education lets kids embrace
their own mastery. School Library Journal.
Retrieved May 8, 2015, from Academic OneFile.
Squire,
K., & Jenkins, H. (2011). Video games
and learning: teaching and participatory culture in the digital age. New
York: Teachers College Press.
Thomas, D., & Brown, J. (2011). A new culture of learning: cultivating the
imagination for a world of constant change. Lexington, KY.
Woo,
J. (2014). Digital game-based learning supports student motivation, cognitive
success, and performance outcomes. Educational
Technology & Society, 17(3). Retrieved May 8, 2015, from Academic
OneFile.
4 comments:
Well after taking the Video Games and Learning class, I can really appreciate this. It's awesome you are taking all of that knowledge turning into a real world TI initiative. Great stuff!
I was also excited to see the incorporation of a video game into your TI initiative; especially Civilization V, since it has some solid evidence to support its educational value.
Thanks for posting! I will leave specific comments in Taskstream.
I love playing games in the classroom! As long as it is math related of course! This is a great way to get your students excited about learning. As I stated in my paper, I truly think that technology is taking over the students' lives. They are all on social media, cell phones, and computers. Using technology and games in the classroom is a wonderful way to get them engaged!
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