Jessica Jones
Korbey, H. (2013, March 22). Teachers, students, digital
games: What’s the right mix? MindShift. Retrieved from http://blogs.kqed.org/mindshift/2013/03/teachers-students-digital-games-whats-the-right-mix/?utm_source=feedburner&utm_medium=email&utm_campaign=Feed%3A+kqed%2FnHAK+%28MindShift%29
IL
Summary: The focus of this article is the use of games in
education, since a PBS study, as noted by Korbey (2013) found that 43% of the
classroom computing time goes to playing games and over 50% of teachers use
digital games in the classroom (para. 5). Despite all of that time spent
playing games, Korbey (2013) points out that “some teachers are wondering if
games really are innovative techniques used to enhance student learning. Or are
they just flashy, colorful ways of dishing out more of the same?” (para. 5). With
many games “drill and kill” practices in disguise, Korbey believes that the
quality of the games is a factor in the balance of games in the classroom. To
strike the perfect balance of games in the classroom and hands on education
techniques, Korbey suggests that more research is needed.
Evaluation: The thing in this article that I found most
fascinating was when discussing quality of games, Korbey brings up the new
SimCityEDU. This new game has formative assessment built into the game that
aligns with Common Core State Standards, making it educational. Despite how
educational games like SimCityEDU are, Korbey repeatedly states that an
educational game cannot replace a good teacher, although not all students have
access to good teachers. Overall, Korby does a good job of laying out the
benefits of games and of a more hands on approach for education while being
conscious of further research that should be conducted.
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