CGE Online Game Education
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In schools around the world most technological achievements, which are absorbed in student daily life, are commonly prohibited or discouraged in a school atmosphere. For instance, most schools in Australia have banned students from bringing iPods or MP3 players into school grounds. Instead of taking away this potential from students, why not use this technology and make learning more valued for each individual. In some schools the use of podcasts enables students to use their iPods or MP3 players to listen to previous lessons or remind students of the key components regarding specific lessons.
In a similar scenario teachers that are surrounded by ‘student gamers’ should also endeavour to incorporate innovative strategies or techniques to further strengthen learning within these individuals. Although a large percentage of student gamers would consist of males, an enjoyable approach would no doubt gain attention from the rest of the minority in the classroom. As a teacher it is important to gain a better understanding of the type of games played by your students. Common genres include; action, adventure, role-playing and shooters. Online games, in particular, also present issues in content rating in various states as well as countries. Majority of the online games published around the globe today contain no content rating, this is because content displayed online constantly adjusts – making it not possible to rate. ![]()
In order to successfully integrate game education into a classroom you need to ensure that your concept does not develop into a conflict with the state or national curriculum (i.e. educational standards). Ensuring students have access to a computer and the internet is also essential. Most online games enable users to download or play directly from your personal browser with no fees required. Distributing the game client to students wirelessly or digitally should cause no conflict; however this depends on the individual game or publisher. If you were required to purchase the disc or pay a fee prior to accessing the client, then distributing copies of the client would be considered illegal.
Incorporating game education into a classroom is only one part of the equation. The second part of the equation should ensure that all students are actively engaged in addition to critical learning processes stimulating students and not just students enjoying the free playtime. Finding specific games to cater for detailed subject areas or else topics can be an extremely complicated task. Since most online based games do not consist of an educational component, it means to some extent more work for the educator (or teacher). In other words, developing additional resources plus material such as work sheets will have to be concluded by the educator, rather than the game developer or publisher. Hence, why it is wise idea to experiment with each individual game title to ensure the game depicts the compulsory aspects of the topic or else the key components which should be portrayed to the students. |
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