Games have
become an integral part of any lesson in this new digital age we teach in. As a child growing up, technology games were
nonexistent in the classroom. My first
exposure to games in the classroom was the hit Oregon Trail. At the time this was not only a treat, but
also a reward of doing well in class. We
were enjoying “video” games during school not realizing we were learning as
well. Today I integrate games on a
weekly basis. In my school they have
almost become a requirement. When a
district purchases subscriptions to a website, they expect for it to be
used. These gaming sites are used for
multiple reasons. I use them as
incentives, data collectors, skill masters, and basic fact practices. A focus I have in my class is to keep the
students engaged in the lesson and learning the content at the same time. Over my vast years of teaching I have found
that you must adapt to your students and their ways of learning. Gaming through technology has become an easy
way to keep students engaged. During my
math intervention time on Fridays my students get a break from the normal
routine and have the ability to use the laptops for exploring new math
concepts. As I circulate the room, the
majority of my students are exploring websites based on math enrichment
games. These games range from practicing
their basic math facts (racing each other in cars) to enriching the
higher-level thinking (working on large logic puzzles). All of these are a part of the serious gaming. The students are staying engaged, learning,
exploring, and mastering new and old concepts.
As a teacher I am able to collect data about each individual student’s
ability levels and integrating technology.
While
I was doing additional research on the topic, The Institute of Play (http://www.instituteofplay.org/about/context/why-games-learning/) explained 3 key moments in gaming. I never really thought about these moments
until I read the article. Key moment one
was when the student asks, “Can I try?”
This is showing their interest in learning something new or practicing
something old. The second key moment was
when the student asks, “Can I save?” Now
the student is showing some involvement in the game. Not wanting to have to start over with the
progress they have already made. The
final key moment was when the student says, “Want me to show you?” At this time the student feels comfortable
with their abilities and want to show you the mastery of the concept. As students progress through these three
steps they are becoming avid learners and taking ownership and pride in their
learning. I cannot count the number of times I have had a student say, “Mr.
Mussat look at what I have done!” or “Check out the new level I achieved” or “I
cannot wait to master that concept next time.”
As a teacher I want my students to have the sense of exploring a new
concept and have the feeling of success.
I know the sense of being successful will breed a more confident math
student. Therefore, this newly found
confidence will create a student who is not afraid to fail or try a concept
that is new.
As
a veteran teacher I know each year there are various dilemmas to adding new
technology into my classroom. One
dilemma I have within my classroom is not enough technology for each
student. My lessons have to be well
prepared to make sure that the laptops are available. The cost of some of the programs can set back
the use of various programs. We all know
with budget cuts, there is just not enough money to purchase all that we
want. Therefore we must pick and choose
the best for our classrooms. Another
dilemma for my students would be the ability to practice out side of
school. This problem is more of a technology
issue than it is a program issue.
Finally, I could foresee some of
my intensive students getting frustrated that they are not on the same level as
their peers. This is an aspect I have
seen over the years. Their confidence
level is low. However the inclusion of
the individualized games has helped.
While
I was researching the various costs of the programs I was surprised to see the
amount of free and common core aligned games.
Arcademic Skill Builders is common core aligned and has two levels of
cost. You can subscribe to the free
version or the plus version. The plus
version gives the teacher access to customizing the games and to receive
reports. This version cost $100 a year
per classroom. Brainrush was another
free site I looked into that was common core aligned. With this site you get the tracking progress
at no additional charge. Two sites that
I have used in my classroom are BrainPop and IXL. Both of which are a subscription based gaming
site. BrainPop can range in price, but by
itself is $205 a year per class. Not
only does this site contain great games, but also the videos. These videos are short, sweet, and keep the
kids engaged. IXL has been purchased for
my entire school the past few years. It
is an awesome site, which we generally used for math. I could access my student’s progress as well
as which concepts they had worked on and mastered. The games are very engaging, enriching, and
gives the student’s incentives for mastering each concept. The cost for IXL is $199 a year per
class. Another feature of this site I
enjoyed was the availability of the students to work on concepts at home. Like BrainPop discounts are given when an
entire school purchases the subscriptions.
In
the future I plan to continue to use these games as a differentiated
instruction tool. My intensive students
will use these games as a way to support their basic facts and to assist with
mastery. The benchmark and above
students will be able to strengthen their mastery skills as well as enrich
themselves. Finally all the students
will be able to work on individual concepts until mastery has been
achieved. As an educator of students in
the digital age, it is important to use technology and serious gaming on a
weekly basis.