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NEA: Video Games in Education

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education technology experts are encouraging teachers to play simulation-themed games in the classroom to help students think more critically. By building cities, empires, cultures—or even zoos—students enter virtual worlds where they must rely on creative problem-solving and analytical skills.

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David McDivitt, who teaches world history and sociology at Oak Hill High School in Converse, Indiana, says games teach his students important lessons about cause and effect

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I've had kids tell me they don’t think the war would have lasted as long if countries had been more aggressive with Hitler earlier on,” he says. “They can read that in a textbook, but they’re much more likely to remember it after seeing it played out.”

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A pioneer of educational video games is Civilization, says Bill MacKenty, head of instructional design at Hunter College High School in New York City and a former Massachusetts elementary school teacher.

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We often think of gaming as a diversion from reality, says David Williamson Shaffer, an education science professor at the University of Wisconsin-Madison and author of How Video Games Help Children Learn , but they’re actually more real than some of the experiences kids have in school.

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He now works in a research group that field tests games that “help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world,” according to the group’s Web site, Epistemic Games.

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“Play games! Play lots of games. Find out what they’re like, and talk to other people about what games they’re using,” advises Brock Dubbels, who teaches language arts and literature at Richard Green Central School in Minneapolis, Minnesota. He says that after playing a few different titles, you’ll see how they can apply to your teaching goals.

Dubbels uses the literary elements of games—such as genre, tone, plot, setting, and characters—to increase student comprehension and critical evaluation skills. “All games have a story,” he says. “They’re built on traditional narrative elements and film theory, but have interactivity that students find engaging.”

Test drive a video game and find a wealth of online resources for educational games with this list from Brock Dubbels.

He emphasizes, however, that games are merely tools that help teachers achieve pre-established curricular goals. A video game is “a killer app in the classroom,” but it’s a means, not an end, he says.

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Brock Dubbels, who teaches language arts and literature at Richard Green Central School in Minneapolis, Minnesota. He says that after playing a few different titles, you’ll see how they can apply to your teaching goals.

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“It’s an outstanding workout, and it’s a lot more fun than jumping rope or sit-ups,” says Madison Elementary School gym teacher Mike Matejcik. “It’s also fun for kids who don’t feel confident about their athletic abilities. Everyone loves to dance!”

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ubbels uses the literary elements of games—such as genre, tone, plot, setting, and characters—to increase student comprehension and critical evaluation skills. “All games have a story,” he says. “They’re built on traditional narrative elements and film theory, but have interactivity that students find engaging.”

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Bill MacKenty agrees that goal-setting is key. “You have to have a conversation before and after the game; you have to ask questions and get students writing about what they’ve experienced, or that critical thinking isn’t crystallized,” he says. “If you stick a kid in front of the computer and expect something magical to happen, you’re going to be disappointed. You need to ask, ‘what are my objectives?’ You need planning and assessment. It’s just good teaching.”

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