Sunday, October 30, 2011

The Future of Digital Gaming

The article titled “The Instructional Power of Digital Games, Social Networking and Simulations” had a variety of resources and specific examples of how to incorporate different tools into classroom settings. It was helpful to read about the teachers who used these games and networks and the benefits and challenges to each of them. Additionally, the rationale for utilizing different technologies in the classroom helped me think about how I could apply these tools in different subject areas.

The part of the article that caught my attention the most was the question that addressed why these technologies aren’t used more in education. Although these tools and games promote deep problem solving skills, team work and critical thinking, among other things that all students should experience, there are many challenges to creating a school or classroom environment that is predominantly based around digital learning. One public school in New York City, Quest to Learn, seems to have been able to do just that. I wonder if many public schools will follow in this direction and/or how much resistance this school will face since its approach is quite different compared to other New York City schools.

It is clear that you need support from your stakeholders in order to make technology in schools a success. Of course, the issue of equity also comes to mind, as schools in lower income areas would likely not have the same access to these tools both in and out of the classroom. Again I wonder how schools will be able to spend so much time using different technology when the emphasis in public education across all grades seems to be on testing and data. I’m curious to see how the use of technology continues to change in public education across the country and I look forward to continuing to implement these new tools in my classroom.

---Robyn


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