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Using Video Games in the Classroom. Challenges and Solutions
Using Video Games in the Classroom. Challenges and Solutions
Using Video Games in the Classroom. Challenges and Solutions
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Using Video Games in the Classroom. Challenges and Solutions

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Video games are increasingly considered to be an extremely powerful education instrument that can be used to prod students to think creatively, solve complex problems, rethink, alter and experiment with strategies, and work together to complete creative learning projects.

 

When used correctly, video games can add a lot to the classroom, simultaneously teaching students concepts and skills in new, meaningful ways and allowing them to have fun in the process. Angry Birds, Minecraft, Civilization, SimCity, World of Warcraft, and many many other games teachers and educators use to teach a wide range of subjects from math and science to teamwork and compassion. 

If they can, will you?

 

This is your time to level up!

 

Yet, as with any new instructional tool, teachers often report barriers and challenges to the integration of video games into the classroom. 

 

Some say they need more technical and financial resources, more support from parents and administrations, or more knowledge about teaching, learning and assessing with video games. Others are afraid of toxic gaming culture, worry about cybersecurity, or are uncertain about exactly how to teach in a DGBL classroom. Some of these reported problems are physical barriers, some are cultural, and some are perceptual. What they all have in common, however, is that they paralyse us, reducing our motivation and keeping us from advancing to a video-game classroom. 

 

Now, what if we were to shift the focus of our attention from what is missing to what is already in place?


Then we would probably stop talking about problems and start discussing solutions! There are things that have been working, resources that can be mobilised, and people who will support us to achieve our goals.

 

This self-help book discusses the most challenges (not barriers!) that fellow teachers have faced when trying to integrate video games into their classrooms.

This book also invites you to explore opportunities and generate solutions using the vocabulary of the Solution-Focused Approach (SFA). SFA language is very different from that of the classic problem-focused approach! SFA questions are designed to let you have a better and more productive dialogue with yourself and others so that you concentrate on the desired results. 

 

This is exactly what teachers who integrate educational technologies into the classroom need. To transform problem-dominated talk about education technology into a fascinating "research" process for developing solutions that help realise our preferred changes.

 

Just imagine: you will bring together all the competing elements needed to start teaching with video games, transforming yourself into a cool teacher for your students and a reputed innovator and edtech influencer for your colleagues. Or you may simply take up a new, modern hobby.

 

Integrating any new technology into the classroom is undoubtedly a multi-faceted challenge. But rest assured, this new technology can work for you. You can convert your classroom into a place of exploration where you push the boundaries of digital-games-based learning and teaching. All you need is this self-help book.

 

Using video games in the classroom. Challenges and Solutions is your tested starting point for successful digital-game-based learning and teaching.

 

LanguageEnglish
Release dateDec 21, 2020
ISBN9781393247647
Using Video Games in the Classroom. Challenges and Solutions
Author

Elena Shliakhovchuk

Dr Shliakhovchuk defines herself as an edtech enthusiast, pracademic by education, interculturalist by passion and author by results. For the past ten years, she has been teaching and consulting offline in Ukraine, Belarus, Kazakhstan, Russia, Spain and France and virtually worldwide. She got her Master degree in Ukraine, TEFL certification in the UK, Interculturalist's certification in Italy and PhD in Spain. She visited 35+ countries trying to understand other cultures' mindset and perspectives. Currently, Dr Shliakhovchuk is a visiting professor at several universities, a speaker at international conferences, a peer-reviewer in several prestigious journals and an editor of books on the topic of edtech and game-based learning and teaching. Contributed as an author to interactive tools diversophy®, CulturalDetective®, CultureConnector. She is on a mission to help teachers and students to find outside-the-box approaches to education that would help to fulfil their potential in a rapidly changing world. Her obsession with creating new ways of teaching that is absurdly useful and effective led her to publishing several books on how to teach using video games. Ms Shliakhovchuk is a great sea lover, she has recently obtained a coastal skipper certificate of competence, and when she is not teaching or writing, she can be found sailing.

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    Book preview

    Using Video Games in the Classroom. Challenges and Solutions - Elena Shliakhovchuk

    Using Video Games in the Classroom

    Challenges and Solutions

    Elena Shliakhovchuk

    Victoria Spashchenko

    Authors’ note

    Although the authors have made every effort to ensure the accuracy and completeness of the information contained in this book, they assume no responsibility for errors, inaccuracies, omissions, or any inconsistency herein. Many of the techniques used in this book are from personal experiences. The advice and strategies contained herein may not be suitable for your situation. You should consult with a professional where appropriate. The authors shall not be held liable for any damages resulting from the use of this book.

    Using Video Games in the Classroom

    Challenges and Solutions

    Copyright © 2020 Elena Shliakhovchuk, Victoria Spashchenko

    All rights reserved

    The right of Elena Shliakhovchuk and Victoria Spashchenko to be identified as the authors of this work has been asserted in accordance with the Copyright, Design and Patents Act 1988. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system except by a reviewer, who may quote brief passages in a review to be printed in a magazine, newspaper, or on the Web, without permission in writing from Elena Shliakhovchuk or Victoria Spashchenko

    Editing and proofreading by Xavier De Jonge xdejonge@outlook.com

    Cover design by Nykolay Dzhyshkariani niko16dzhi@gmail.com

    Book design by Taras Vashkiv vashkivt@gmail.com

    Illustrations by #ArtScribe©

    First printing: January 2021

    Content

    Introduction

    What (else) do you need to adopt video games as a teaching and learning tool?

    Solution Focus Approach is ready to serve you

    Need 1: I need (more) school/administrative support

    Need 2: I need (more) parental support

    Need 3: I need (more) student involvement

    Need 4: I need (more) technical resources

    Need 5: I need (more) information about software required

    Need 6: I need (more) information about the cost of video games

    Need 7: I need (more) information about where to find suitable video games

    Need 8: I need (more) information about video games in languages other than English

    Need 9. I need (more) understanding of the teacher’s role in a DGBL&T classroom

    Need 10: I need (more) knowledge about DGBP (digital-game-based pedagogy)

    Need 11: I need (more) information about e-learning with video games

    Need 12: I need (more) time to incorporate games

    Need 13: I need (more) knowledge about DGBA (digital game-based assessment)

    Need 14: I need (more) information about trusted teacher learning communities (TLCs) of like-minded teachers who teach with video games

    Need 15: I need (more) information about the effectiveness of DGBL&T

    Need 16: I need to know (more) about game literacy

    Need 17: I need (more) information on online gaming communities and culture

    Need 18: I need (more) information on dealing with gaming-related cybersecurity issues

    Need 19: I’m not convinced that using technology in the classroom is a good thing

    Need 20: I need (more) opportunities

    Closing thoughts

    One last thing

    #bibliotheraphy

    Sidequest with Elena

    Sidequest with Victoria

    More books by Dr Elena Shliakhovchuk

    More books by Victoria Spashchenko

    Introduction

    We, the authors of this book, are guessing that you picked up this self-help book for any of several possible reasons.

    Perhaps you are a teacher looking for new ways to satisfy the expectations of today’s digital-native students.

    Maybe you have been forced by circumstances such as COVID-19 to develop new teaching methods.

    Perhaps you are looking for more engaging and connected learning environments to challenge your students’ intellect, spark their curiosity and arouse their innovativeness.

    Or maybe you have simply seen all the hype surrounding teaching and learning with video games and want to know what it’s all really about.

    We don’t know which of these reasons apply. But the fact that you are reading this book proves us that you are not only open to new ideas but also brave and intrepid enough to take on the sometimes daunting challenge of introducing new teaching tools.

    Before COVID-19 turned all our lives upside down, the edtech sector was already booming, with global investments of US$18.66 billion in 2019¹ and an overall 2025 online-edtech market projection of $350 Billion.² Since COVID-19 there has been a significant rise in the use of edtech tools such as online learning software, education apps, video conferencing tools, and game-based learning.

    Video games have always been a source of entertainment for millions of people. The pandemic has boosted consumption of digital entertainment, especially online gaming. Digital games, however, are more than pure entertainment. They require strategy and forward planning to move up through the levels and to meet the games’ objectives. Recent research show that video games also improve socialization skills, leadership skills and team building; develop soft skills; and raise self-esteem. In addition, video games are useful for teaching subjects ranging from history and languages to algebra, biology and computer programming. They also help train pilots and doctors in the form of simulators. A growing army of progressive educators provide living proof that video games are effective pedagogical tools. In fact, they are so effective that the Polish Ministry of Education included a video game in an official academic curriculum³ and the US Food and Drug Administration (FDA) approved a video game as an effective treatment for children with ADHD.⁴

    So as you can see, this is truly the best time to try out video games in your classroom. Implementing digital-game-based learning and teaching (DGBL&T) will enable you and your students to keep up with the real world.

    Of course, the idea of learning something new invokes a range of emotions. Some teachers feel excitement and curiosity, many others uncertainty and fear of failure. A brave person, however, is the one who does not let their fear hold them back. Are you among the brave explorers willing to venture into the terra incognita of DGBL&T?

    We hope you are!

    Even the most determined and resolute of teachers can have occasional periods of indecision when embracing new educational technologies. To help you overcome these doubts, we have undertaken extensive literature research and spent long hours talking with colleagues in order to identify and offer solutions for the 20 most common barriers and challenges facing teachers like you.

    We invite you to examine these seemingly big challenges through the prism of the Solution-Focused Approach (SFA). For many years now this method has been used all over the world to turn hopeless Problem Talk into powerful Solution Talk. Instead of wasting time, effort and energy going over that which is wrong and needs to be fixed (Problem Talk), we will be discussing that which does work well and those of our experiences that can help us move towards our preferred changes (Solution Talk)!

    We wanted to make this self-help book as comprehensive and easy to use as possible. To this end, each challenge or barrier (we prefer to call them needs) is divided into three parts for quick reference.

    First there is a brief description of the challenge accompanied by a few questions you might have in your head when thinking about this need.

    Next we use the Solution-Focused Approach to offer a strength-based dialogue with yourself that encourages you to take some small first steps to get you moving on the path to successful digital-game-based learning and teaching. This part aims to transform the usual problem-dominated talk into a

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