Games as Resources - Is this a Good Idea??
As I started to read this chapter I was worried it was going to be a lot of technical computer terms that I was going to have to learn to understand in order to fully understand technology. However, thankfully it was just some basic computer terms that most learn when first beginning to use computers. As I continued the chapter I found myself going down memory lane to back when I was in elementary/middle school first learning about computers and using the types of games and softwares discussed, the first being Kidpix.
Kidpix was a program that my friends and I LOVED in 4th/5th grade because we used it in fun ways that still had educational purpose. For instance I remember we had to make a short story on the program where first we did the pictures and then went back to add the words, but we needed to be sure to add all parts of a story. My friends and I made it fun by creating the story about ourselves and others in the class. We created characters that looked similar to us and when presenting the class had a good laugh. Because the program was used for educational purposes in fun ways it made us engaged and we were practicing concepts without even knowing. Another game I remember constantly using was SimTown where we created our own town from scratch and had to build jobs and homes for our people as well as assign them roles. This was introduced to us when learning about landscapes and the economy and how if we had too many people and not enough jobs we would have people in poverty. These where games that to me were just fun to play but looking back I noticed I was learning so much without even knowing and often those are the best games for kids because they forget they are learning, but are still absorbing the information without realizing it. Does anyone have any games similar to these that they really loved as a kid where looking back they actually were learning without knowing?
The next part of the chapter focused on using these games as resources. At one point the book stated a concern from the perspective of parents and teachers being "computer games are a harmful distraction from the process of developing fluent reading, writing, and thinking skills among students." (p. 188). However, if you really stop to think about the games being used they are in fact promoting this skills by having students read dialogue and follow rules, but having them solve problems and obstacles, and in some games writing is used when having to put in formulas or codes in order to move forward in a level. Due to the violent video games being seen and played by most students now a days some might feel all games are like this, but in reality there are a lot of good games out there that teach valuable lessons and are just as engaging as these games where you are just holding a gun and shooting someone. This is shown during the examples on skill-learning games because even "Teachers find many advantages to Math Blaster and similar skills-learning games that focus children's attention to attaining high point tools while practicing mat skills almost without realizing they are acquiring new knowledge." (p. 190). This shows that teachers are using these games in order to engage their students and help practice and learn concepts already taught. I wonder does anyone know if these games (Math Blaster, House Series, Zoombinis) are still being used in school today? I ask because personally I loved Zoombinis Logical Journey and learned so much about trial and error and noticing patterns and strategies that could be used to beat the game.
Finally, the chapter shares useful tips and strategies for using games with your students and I feel one of the most important ones listed is to play the games together. By playing with your students you are able to see what they are learning, can help them to see the educational meaning behind the game and can see what works and what doesn't in order to then find other games similar so you don't risk having your students get bored playing the same game over and over. I feel by playing with your students you could then see what they like and maybe create your own real life game where the class can play it together in the class in order to make the virtual reality game a reality for them. Any thoughts on which strategy listed on page 196 is most useful, or any additional tips not discussed in the chapter on how to use games with your students?
SimTown incase visuals help remind us of this game.


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