When I’ve read about games being used in education in the past, I read mostly about educational games being used by elementary school kids. These games were made for a specific educational purpose and are usually pretty low in quality and low in fun. Recently, though, I did some research into using video games in the secondary classrooms and was pleasantly surprised at how far video games have come. I created a playlist on MentorMob, which is a website that allows users to create “playlists” of videos, websites, articles, etc. of a specific topic. Each playlist contains the best that the web has to offer for that topic. MentorMob also allows users to collaborate on the playlists. I created a playlist about “Game-Based Learning for Secondary Education”. There are ten steps to my playlist.
The first step contains a video explaining game-based learning and how it’s used in the classroom.
The second step provides a list of helpful resources for learning with video games. The resources include videos, articles, and website links that educators should find helpful.
The third step is a video of Richard Culatta giving a lecture on why teachers should use games for learning. This video is very entertaining and helpful in learning about how games make us think.
The fourth step contains an NPR article and audio news story about a school that uses video games to teach thinking skills.
The fifth step has an article about a middle school teacher who uses Yoostar, a green-screen system that works on computers and gaming consoles. While the students don’t exactly play video games in class, they use a gaming consol to create projects.
The sixth step includes a video of a student playing the Sims on an iPod touch. The middle school class that this student belongs to is learning about the elements of fiction through playing the Sims game.
The seventh step is an article about how a math teacher used gamification to help her at-risk students learn math. While this teacher’s game is not digital, MathLand could easily be made into an online game.
Step eight highlight’s MIT’s “Lure of the Labyrinth” game, an online game for 6-8 grade students using math and problem-solving skills. This game is an online challenge that runs until June 16, 2012, in which the students can win prizes while playing.
Step nine includes a lengthy lesson plan involving Karma Tycoon, an online game created by the Do Something organization in which the student attempts to make the world a better place by creating and maintaining nonprofit organizations. The actual game can be found here: Karma Tycoon.com.
And step ten contains the website for Quest to Learn, a New York school that uses game-based learning. I wanted to start my playlist with the basic introduction and end it with an example of game-based learning being utilized on a large-scale.