Globally, an estimated 1.4 billion people play computer games, with growth in popularity driven by mobile device uptake, app proliferation and social media engagement. In Australia, around 98% of households with children have video games, 90% of gamer parents play games with their children, and 35% of children have played games as part of the school curriculum.
There are two types of games used for learning. The first type are ‘serious games’. These are designed to harness the popularity of recreational gaming for specific educative or training purposes. The second type are commercial off-the-shelf (COTS) games. These are recreational games that can be adopted/adapted for learning (the original versions of Minecraft are an example of this).
There is growing evidence that serious and COTS games can be highly motivating and produce positive effects on learning.
However, teachers do face decisions about the selection of games, their alignment to curriculum, suitability for learners, and their place in the pedagogical repertoire. In this networked world, there are also ethical and technical issues to resolve.
To assist teachers in choosing and using computer games effectively in classrooms, we have produced a paper on evidence related to this and we have developed a practical framework in poster form (above). This framework is designed to scaffold teachers to ask critical questions about gaming for learning. We hope that it can be used to increase the effective integration of games into classrooms to benefit both teachers and learners.
Dr Shamus Smith and Associate Professor Erica Southgate, developers of the serious games for literacy, Apostrophe Power and Sentence Hero (link to game apps here), available for free download from the App Store and Google Play.
References are in the paper (link above).