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The Use of Computer and Video G ames in the Classroom

The Use of Computer and Video G ames in the Classroom Heather Rummelein, Lindsey Kuhn, Meghan Avise , Callie Salerno, Leighann Korn. Introduction Through our research, our group found that there are pros and cons to video and computer gaming in the classroom.

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The Use of Computer and Video G ames in the Classroom

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  1. The Use of Computer and Video Games in the Classroom Heather Rummelein, Lindsey Kuhn, Meghan Avise, Callie Salerno, LeighannKorn Introduction Through our research, our group found that there are pros and cons to video and computer gaming in the classroom. We found that there are mostly pro’s to using games in education, and teachers have found them as a useful tool. We found that the main argument against using video/computer games in the classroom is the fear of children acquiring aggressive behaviors since young children are influenced tremendously by what they see. Survey Items To further our research on the use of games in the classroom. We created the survey with these two research questions as our guide: Are video/computer games beneficial in education to teachers? How do you use video/computer games In education? The survey was sent to 30 teachers in all grade levels ranging from elementary to college. We received 20 responses. The survey items were as follows: (Yes or No) Do you use video/computer games in the classroom? If no, skip to question 10. (True or False) Your students have displayed negative behaviors as a result of the use of video/computer games in education. (True or False) You have been encouraged to use video/computer games in education. 4. What subjects do you most often use video/computer games in. Mark all that apply. A. Math B. English C. Science D. Social Studies E. Other (please explain)_____ What changes have you seen as a result of participating in video/computer games? A. Rise in test scores B. Decrease in test scores C. No change in test scores D. Mix You have felt support from parents in your decision to use video/computer games in the classroom. A. Always B. Sometimes C. Never When is the most appropriate time to introduce video/computer games to students? A. Elementary School B. Middle School C. High School D. College E. Never In your experience, which teachers most often use video/computer games in the classroom? Mark all that apply. A. Health B. Special Education C. Physical Education D. Art E. Music F. Foreign Language G. General education teachers H. Other (please explain) ___ 9. What benefits or drawbacks have you seen from using video/computer games in the classroom? Explain. In your ideal scenario, how would you use video/computer games in education? Explain. This pie chart depicts results to question four of our survey. It shows that teachers use games most often in math classes. Conclusion Our research has shown that over 75% of the teachers that took our survey have been encouraged by either family, administrators, or community members to use video gaming in the classroom. Approximately 85% of teachers have said that math is the one subject that they most frequently use video games in. In addition, all of the educators in our survey recommended on introducing video games in the elementary levels to enhance their learning and fine motor skills. In their experience, it is most likely for the general education teachers to use video games in the classroom to teach the core subjects of Math, Science, English, Social Studies, and Reading. Usually, these teachers will use games to enhance students academic skills, review classroom materials, or for students to use independently for extra practice, or to provide students an opportunity for extra practice on an individual basis. Video games could make a definite impact in the classroom. References Annetta, Leonard A., Marshall R. Murray, Shelby Gull Laird, Stephanie C. Bohr et al. "Serious Games: Incorporating Video Games in the Classroom." Educause Quarterly 29 (2006). Web. 24 Jan. 2010. http://www.educause.edu/EDUCAUSE+Quarterly/EDUCAUSEQuarterlyMagazineVolum/SeriousGamesIncorporatingVideo/157412> Shreve, J. (2005). Let the Games Begin: Entertainment Meets Education. Eutopia. Retrieved from http://www.edutopia.org/let-games-begin Simpson, Elizabeth , and Frances A. Clem. "Video Games in the Middle School Classroom." Middle School Journal 39.4 (2008): 4-11. Web. 24 Jan. 2010. <http://www.nmsa.org/Publications/MiddleSchoolJournal/Articles/March2008/Article1/tabid/1627/Default.aspx>. “The Video Game Debate: Bad for Behavior, Good for Learning?” (2009). Canadian Council on Learning. Retrieved from http://www.ccl-cca.ca/CCL/Reports/LessonsInLearning/LinL20091118VideoGames.htm Findings This pie chart displays responses to question one of our survey. The results reveal that more educators are utilizing games in the classroom, with 60% saying yes and 40% responding no. This chart represents the responses to the second question in our survey. 100% of our survey sample believe that their students are not being negatively influenced by the use of games in the classroom.

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