Gaming, Simulations, and Literacy
I received my September/October isse of Learning and Leading from ISTE and immediatley the article titled “Web 2.0 Today’s Technologies,Tomorrows Learning” grabbed my attention since I am reading the book by Solomon and Schrum Web 2.0 New Tools, New Schools. I was drawn to the role that digital games and simulations in our edcational environment and the role they are playing in some classrooms across the globe. It happens when I am planning a hands-on gaming and literacy night with parents and students in February with the assistance of the Georgetown County Library System. Our county library system has received a grant to study the impacts gaming has on literacy, and they will be hiring a gaming expert to help the library sytem in this process. The library system is sponsoring they workshop and providing an expert in this areal to lead the workshop. A few week ago I started my inquiry in this area.
The two authors of this article Groff and Haas are research associates at the MIT Education Arcade. We are caught in a dilemma with students about them caught up in the disruptive influence of video games on their classrooms. We complain they are not reading and not learning. We hear constantly about the hours our kids are spending in virtual world and the heralded fear of what this might be doing to our kids. What we have neglected to do or what Groff and Haas dedicate research to studying the positive benefits or the potential benefits gaming and simulation can bring to the classroom. They are not alone in this study, but other follow suite around the world attempting to make games and procedures that can help bridge the gap between the traditional scholastic culture and the culture of learners today (Jennnifer & Jason, 2008).
Mark Prensky, an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning, make a great point in his famous article Digital Native, Digital Immigrants about the impact of the digital world his having on our kids brains. Marc states that “it is highly unlikely the Digital Natives will go backwards. In the first place, it may be impossible - their brains may already be different “(from Digital Native, Digital Immigrants). With that in mind, I find the article empowering to learn about something I don’t know a bunch about. How does gaming and literacy mix?
My son has been an avid player of Sims City and War of the Worlds. I have been amazed for several years what impact these games have had impact on his learning when comes to history of wars from the bible era to present and what he has learned about civics and economics from the games.
One thing we know about learning from brain research is that student learning takes place while they are immersed in real world authentic task. This task has troubled educators for years in trying to accomplish such task, but the future is here now. Through gaming and simulations, we can involve them in real world situations that were not an option of the classroom. There were always time constraints, accessibility issues, and lacking of resources. We now have ways to explore the human circulatory system and many ways to provide analogies of real world situations. We have the ever-increasing ability to relate all this to the content of the classroom.
Graff and Haas provide classroom examples and website that need to be explored. They do give warning there are bumps in the road to overcome. There are issues with hardware and school networking systems. They point out there is a steep learning curve as one explores the technology and actually implements in their classroom. Gaming and simulations are open ended and not teacher directed. Sometimes one can see the teacher may not know what is going on all the time in the virtual worlds.
I have much to learn about gaming and simulations. I have a lot to learn this year and plan to take advantage of what our county library system has to offer me and the students at my school. In the weeks to come I will be exploring this area of instructional technology. I welcome readers with their comments and suggestions.
Don’t miss this article!
Example of gaming literacy that connects with topic.
Jennnifer, G., & Jason, H. (2008, September/Octover ). Web 2.0 today’s tecnologies, tomorrow’s learning. Learning and Leading with Technology , 12-15.




