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Computer and Video Game Use in the Classroom Jake Shervey, Chelsea Grambo, Alison Shriver

Computer and Video Game Use in the Classroom Jake Shervey, Chelsea Grambo, Alison Shriver. Introduction

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Computer and Video Game Use in the Classroom Jake Shervey, Chelsea Grambo, Alison Shriver

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  1. Computer and Video Game Use in the Classroom Jake Shervey, Chelsea Grambo, Alison Shriver Introduction We learned a variety of different things from our internet search. Computer and video games are becoming innovative learning tools in more and more classrooms today. However, mixed reviews on the appropriateness of computer and video games in education are still evident. Computer and video games are expensive to integrate into the classroom; so many schools cannot afford to use them. Computer and video games are used for a variety of different reasons. They are used as a rewards system for good behavior, for clubs and competitions, for judging literacy and for research projects. Teachers who have decided to integrate computers into the classroom are taking on the cultural and technological changes related to the 21st century. Many educators believe it is a new way to connect with the “videogame” generation. The questions we asked on our survey were designed to provoke a higher level of thinking about the use of video games and computers in the classroom. We wanted to find out if people believed the use of computer and video games in the classroom were beneficial, what the benefits were, what some complications to using computer and video games would be, and how often they would be used. Also, we wanted to know if our classmates believed that computer and video games have actually improved student’s test scores and if they would integrate them into their classrooms. We believed these were all valuable questions, because as future educators, we are affected by the changing technologies in education. It was our goal to answer potentially how many people would use computer and video games in the classroom and what they believed the pros and cons associated with that use were, but also to educate our peers on the issues surrounding computer and video game use in the classroom. Although the controversy over whether or not video games are appropriate in the classroom continues, it is true that video games will continue to push their way into our educational programs and classrooms. The use of computer and video games in the classroom is not a new concept; however, it is becoming more and more popular. Computer and video games engage children and allow teachers to teach curriculums out of the norm and more fitting with the 21st century. Without a doubt, new types of education such as computers and video games will continue to change the face of education and classrooms around the world. • Methods • Number of People Invited to Respond to Survey: 25 • Number of responses: 20 • Response Rate: 80% • Our Survey • What are some obstacles to using computer and video games in the classroom? • A. Teachers have limited time to utilize the learning tools. • B. Games may not always be fitting for learning purposes. • C. Games are expensive to integrate into the classroom. • D. All of the above. • What are some benefits to using computer and video games in the classroom? • It is another way to connect to the “videogame” • generation, besides using traditional teaching methods. • B. Children are engaged and motivated. • C. Both a and b. • D. None of the above. • Video games such as Madden 2010 or Grand Theft Auto would be appropriate for student’s to play in the classroom • A. True • B. False • Would you consider using computer and video games in your classroom? Why? • What do you think would be negative about using games in the classroom? • Do you think it would be beneficial to use computer and/or video games in your classroom? A. Yes B. No • How often do you use computer games in your classroom? • A. Everyday B. 3 or more times a week C. Once a week D. Once a month E. Less than once a month F. Other • Test results have shown that video games have improved students test scores. • A. True • B. False • Computer and video game programs in the classroom have been influenced by: • A. Television and movies • B. Politicians • C. Military • D. None of the above • Game Boy has come up with a game that will improve mathematic scores in second grade students? • A. Yes • B. No • Findings • 65% of those surveyed believe the use of computer and video games would help to motivate and engage students as well as be another way to connect to the “videogame” generation. •  40% of those surveyed use computer and video games once a week in the classroom. •  75% of those surveyed believe it would be beneficial to use computer and/or video games in their classroom. Conclusion In what we learned from our Internet research and survey results we came to the conclusion that video games have a very positive impact on both teaching and learning in the classroom. Video games are a great way for students to get a hands-on way of learning things. Most students enjoy playing computer and video games and get very involved with them. By using something fun as a teaching tool it helps to motivate the students and helps them pay more attention and understand what they are learning. We found that most people think that using video games in a classroom is very beneficial and many teachers use computers in their classrooms an average of once a week. After incorporating computer and video games in the curriculum both teachers and parents have noticed much improvement in the students test scores. Other then just using games in the classroom many companies such as Game Boy have started creating their own fun educational games that have also shown to improve the test scores of children. Besides improvement that has been shown by the use of computer and video games in the classroom, there is also a down side. Most teachers have a very limited time to be able utilize games as in depth as they wish into their lessons. Also there will not always be games that are fitting for learning purposes. Games may also be too expensive for schools which make it very hard for the teachers to use a variety of games to motivate the students. After researching the topic computer and video game use in the classroom, we all agree it is a great idea to incorporate computer and video games in curriculum. Although there are some negatives to using computer and video games we still find that there is a positive impact in student’s academic achievement. It is important for teachers to get their students to learn and understand as much as they can and by using games in the classroom it is a great way to achieve both. 5% chose none of the above; 65% believed use of computer and video games would help motivate students and engage students as well as be another means of connecting with the “videogame” generation; 30% believed computer and video games would solely be a way to motivate and engage students. Importance: Majority of those surveyed believe there are multiple benefits to using computer and video games in the classroom. References Gikas, J. & Eck, R. (n.d.). Retrieved Jan. 19, 2010, from http://net.educause.edu/ir/library/pdf/NLI0431.pdf (n.d.). “Classroom Computers Boost Face-to-Face Learning.“. Science Daily: News & Articles in Science, Health, Environment & Technology, Retrieved Jan. 22, 2010, from http://www.sciencedaily.com>. (n.d.). “Do Computers in the Classroom Boost Academic Achievement?“. The Heritage Foundation - Conservative Policy Research and Analysis, Retrieved Jan. 22, 2010, from http://www.heritage.org>. (n.d.). “Game Studies 0102: Cultural framing of computer/video games. Game Studies - Issue 0902, (0902), Retrieved Jan. 22, 2010, from http://www.gamestudies.org/0102/squire/>. Kirriemuir, J. (n.d.). In of Computer and video games in the classroom. Retrieved Jan. 20, 2010, from http://http://www.digra.org/dl/db/05150.28025 McFarlane, A. (2003). In Use of Computer and Video Games in the Classroom. Retrieved Jan. 19, 2010, from http://www.digra.org/dl/db/05150.28025 Rice, J. (n.d.). In EduQuery. Retrieved Jan. 20, 2010, from http://www.eduquery.com/papers/distance.htm>. Squire, K. (2002, July). In Cultural Framing of Computer/Video Games.. Retrieved Jan. 20, 2010, from http://www.gamestudies.org/0102/squire/ Squire, K. (2008). In Changing the game: what happens when video games enter the classroom?. Retrieved Jan. 20, 2010, from http://www.academiccolab.org/resources/documents/Changing%20The%20Game-final_2.pdf 5% would use computer and video games everday; 40% once a week; 15% once a month; 15% three or more times a week; 10% less than once a month; 10% no response; 5% other. Importance: Almost half of those surveyed would use computer and video games in curriculum once a week. 75% believe it would be beneficial to use computer and video games in the classroom; 25% do not believe it would be beneficial. Importance: The majority of those surveyed believe it would be beneficial to use computer and video games in the classroom.

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