Guided Gaming Leads to Learning
I just believe that this is what play should look like when done through technology.
-Rachel FondellRachel Fondell, a 6th grade humanities teacher, has something in common with Zach Lankow, a 9th and 10th grade religious studies teacher. While they both have a passion for reading, for working with their students, and for teaching their content, the commonality that is most striking is their willingness to give their students the freedom to play.
They both use iPad games, which are traditionally seen as
distractions by many educators, as a tool for learning and creating in their
classrooms with their students.
Click here to listen to the podcast. |
Recently, Zach told his story to the editors at EdSurge. His
students use Minecraft to build safe havens during the unit when they are
studying the story of Noah’s Ark. They have to think about the details of the
story, the message it is meant to convey, and which elements of survival need
to be considered. His project is so innovative it was featured in the EdSurge On Air podcast recently.
These are pictures I took of Zach's students as they built their safe havens. |
I had the chance to observe Zach’s students building these
projects. The room was loud and busy! Skeptics might think this was caused by students being distracted by the game and a clash of noises coming from devices all over the room. Conversely, even
though each student was working on his
own personal device, they were working quite collaboratively toward the learning goal. The noise was a product of their excited discussions. Zach
calmly visited with each group and gave them encouragement and feedback throughout
the class period. Everyone in the room was on task the entire class period. It
was really incredible.
Zach’s students are in high school and are more mature than
Rachel’s 6th graders. She felt the need to do even more research on
games. She explains, "In our 1-to-1 tablet school, I began researching in
response to my young students' desperate desire to play games at school."
Rachel’s school has built in times that are tech-free. For
instance, students are not permitted to use any devices at lunch or at recess.
But, there is a snack time that is less formal and her students have free time
at home as well. Rachel wanted her students to learn how to manage their tech
use during their free time. So she had some conversations with them.
"'Educational' games are often flimsy, don’t require
critical thinking, and depend on rote memory. My students are attracted to
games that most adults don’t consider 'educational.' I wanted something real,
but not addicting. So we had a class discussion."
When asked, her 6th graders told her that the
aspects of games that make them feel like they can’t stop playing are badges,
levels, collectibles, and virtual currency. They were able to share with her that
they want to play and experiment, but agreed that they didn’t want to feel like
they were addicted to a game.
Rachel found Eden World Builder. She liked what she found.
She said, "It has none of the addictive qualities my students identified, cost
only $.99. It is like virtual Legos with unlimited combinations of blocks in
many colors, textures, and with interactive properties. My students get to
simply create and experiment."
Common Sense Media’s review of Eden World Builder is also
largely positive and recognizes the same qualities that Rachel likes.
Rachel's 6th grader's model of the U.S.S. Constitution in progress. |
When Rachel rolled it out with her students, there was an
initial excitement, of course. “The first day was exactly what I expected. For
instance, they used the TNT block to blow things up. But then that got boring,
so they started testing the functionality of the elements. They started
challenging one another: Who could build the most extravagant house? How deep
could they tunnel? One student is building a model of the U.S.S. Constitution
complete with captain’s quarters and bunks for sailors.”
One of Rachel’s favorite conversations happened during this
early roll out. She urged the students to play but to do so in a way that was
helping them learn. One student looked embarrassed about what he had been doing
with Eden.
“I’m not using it educationally, Mrs. Fondell,” he admitted.
“Show me what you’ve been doing,” she said.
Rachel continues, “He then went on to show me how he could
set up enough speed blocks right in front of a ramp that, with the correct
trajectory, would launch him high into the air. He had placed a trampoline
block on the landing pad that bounced him back exactly where you had begun -
thus creating an infinite loop. It was amazing.”
“That is educational!” she exclaimed. “You just engineered
something really cool!”
The student had been applying critical thinking skills,
designing creatively, and testing the limits of a program, all without even
knowing it.
Rachel went on to have her students complete an in-class project with Eden. They have been studying the impact of humans on the
environment in her humanities class, so her students had to demonstrate
negative and positive impacts. Creations ranged from wind turbines that help
create clean energy to oil spills, both seen below.
Wind turbines |
Oil spill |
Rachel and Zach both processed the merits and concerns of gaming with their students before actually rolling out the games, and then continued to process these ideas as
students actually played. Not only are their students learning the content,
thinking critically, creating some really cool media, and collaborating and
sharing, they are also developing a key skill in our connected society. They
are learning to think about how to use technology for learning and be self aware.
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About the Co-Author:
Rachel Fondell is a licensed middle school teacher who is passionate about making learning hands on and engaging for her students in English language arts and social studies. She has spent nearly six years in the classroom, working with 9-13 year olds in private schools. Currently, Rachel teaches sixth grade humanities at St. John’s Prep, an all-boys Catholic School on the North Shore of Boston. This fall, she has enjoyed the challenge of implementing a 1:1 tablet program, striving to provide students with immersive, experiential instruction. Outside the classroom, Rachel loves to paint, tackle DIY projects, and explore the great outdoors with her husband and little red duck dog. She also moderates a middle school Yearbook Club and has been working toward her Master’s degree in Middle School Education.
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