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Computer and Video Games in the Classroom Ashley Groux, Sarah Saunders, Samantha Kohlnhofer. Introduction. Methods Number of people invited to respond: 28 Number of responses: 22 Response rate: 79% Do you feel all computer/video games include violence? a. True b . F alse
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Computer and Video Games in the Classroom Ashley Groux, Sarah Saunders, Samantha Kohlnhofer Introduction • Methods • Number of people invited to respond: 28 • Number of responses: 22 • Response rate: 79% • Do you feel all computer/video games include violence? • a. True • b. False • 2.Did you ever play educational computer/video games in elementary school? (i.e. Mavis Beacon Typing, Oregon Trail, Math Games, etc.) • a. yes • b. No • 3.If you answered yes to the previous question, do you think these games were beneficial? How did they enhance your learning experience? • 4. What subjects (science, reading, math, geography, etc.) do you feel computer/video games would be more beneficial in? Why? • 5. All computer/video games are educational in some way? • a. True • b. False • 6.What age do you believe it is appropriate to start using computer games? • a. K-3 c. 8and up • b. 4-7 d. Any age • 7.When do you feel computer/video games are appropriate in the classroom? • a. Free time • b. Incorporated into the lesson plan • c. Homework assignments • d. I don’t feel computer/video games should be incorporated at all • 8. I believe computer/video games_____. • a. Should be available at all times of the day • b. Should be played in moderation • c. Should never be played • 9. I can acquire computer/video games for my classroom • a. Online • b. Through educational companies • c. At stores (Gamestop, Target, etc.) • 10.In the future, do you plan on using computer/video games in your classroom? • a. Yes • b. No Finding Conclusions From our research we have found video/computer games are slowly being accepted into the field of education. More computer software companies have recognized the change, and are putting more money into developing educational games. Areas such as science and reading has excelled in the software industries, helping incorporate fun activities in the classroom along with at home. These changes have come from our society’s dependence on technology. As educators you must adapt to changes, and find new ways to keep the interest of students. If society keeps adding new technology In our future classrooms technology will most likely be incorporated into each curriculum subject. Include the four major subject area reading, math, social studies, and science. In our research relating to Video and Computer Games in the classroom, we found that many classrooms are starting to integrate video and computer games into curriculum regardless of many bias throughout the country. In addition, we found that many educators throughout the country do not like video and computer games in the curriculum but liked how motivated their students were in learning the material through games. Through our research we found that there are many different genres of video and computer games, just like there are many different genres of movies. Many people have made pre-assumptions about using video and computer games in the classroom. Video games such as “World of War craft” may be violent and do not focus on one subject area yet the game helps pupils develop critical thinking along with working to form strategy. These games are not said to provide educational value and yet they provide cognitive stimulation. Other games such as “The Sims” gives children the possibility to control the development of a “human being”. These ideas of stimulation games have given the world of education a new outlet. Other games that are set aside for learning include “Math Blasters”, which many of us played in the mid to late 1990’s. This game includes fun math activities to enhance the understanding of math concepts. Other games include “Oregon Trail” where students are actively learn about the Oregon Trail. In the game, students may use money to buy materials that are necessary to survive on the Oregon Trail, learn how to take care of animals, and are given a sense of how hard it was to make it through the Oregon Trail alive. With every controversy there are two sides, and many people see video and computer games as hurting the younger generations. As a society we have let technology take over much of our everyday lives. Many young children chose to sit in front of a TV and play games versus playing outside or reading a book. Children that are playing games with violence are more likely to have aggressive behavior and show more uncooperative behavior. As a society we can refocus our young children and help them they get the right education. One option is to provide them with appropriate games that can help them grow in ways that will help them in the future. Therefore, we were interested in the amount of people who played video games when they were younger and if they felt that video and computer games were important in the classroom. This graph shows that the majority of people, don’t believe all video games are violent. The information provided above gives us a sample of how many people played video games when they were in elementary school. This graph shows that the majority of people found that video games they played made learning more fun in the classroom. References Caruana, Vicki, and Olivia Bruner. "Parents' Guide to Video Games.” Focus on the Family. Sept. 2007. Web. 21 Jan. 2010. <http://www.focusonthefamily.com/entertainment/ mediawise/parents_guide_to_video_games.aspx>. "Effects Of Video Game Playing On Children." National Institute on Media & the Family. Jun 2009. Web. 22 Jan 2010. <http://www.mediafamily.org/facts/ facts_effect.shtml>. Klopfer, Eric, Scot Osterweil, Jennifer Groff, and Jason Haas. Using the Technology of Today, In the Classroom Today. Education Arcade, 2009. Web. 21 Jan. 2010. <http:// education.mit.edu/papers/ GamesSimsSocNets_EdArcade.pdf>. Olson, Stefanie. "Educational Video Games Mix Cool with Purpose."New York Times 1 Nov. 2009, B4 sec. New York Times. Web. 21 Jan. 2010. <http://www.nytimes.com/ 2009/11/02/technology/02games.html?_r=2>. PlataformaSINC (2009, February 20). Educational Video Games Effective In Classroom If Certain Criteria Are Met.ScienceDaily. Retrieved January 22, 2010, from http:// www.sciencedaily.com /releases/ 2009/02/090210134746.htm "Video Games: Pros and Cons." Education.com. 2010. Web. 22 Jan 2010. <http://www.education.com/reference/article/ Ref_Video_Games_Cons/>. Many people felt that computer/video games could be used in all subject taught in schools, ranging form science to geography. This graphs shows that about 2/3 of the people that were surveyed felt that all video games are educational in some way. This graph shows that many people think its appropriate to start incorporating computer/video games into the classroom as early as kindergarden-3rd grade Many people felt that video games should be incorporated into the lessons plans, instead of during free time. This graph shows that overall everyone felt that video games should be used in moderation. Many people feel that you can find educational games at stores such as target, more so then at educational companies. Many people plan to use computer/video games in their classrooms in the future, this is important because technology is a large part of our society.