How about this for an idea? Your learners can game when they want at any moment during class. I know it sounds a bit crazy, so let’s put some structure and reasoning around it. Here are some ideas around gaming and how it relates to and can help 21st century classrooms better reflect the times we live in.
Author: Richard Wells
Teaches grade 6 to 12 – Head of Technology at NZ High School
Top 40 in edublog awards 2013
Top 12 Blogger – The Global Search for Education
Known for Educational Infographics (see Posters above)
Presenter and also a father to 2 beautiful girls. Twitter : @iPadwells
This post is written as part of The Huffington Post’s The Global Search for Education: Our Top 12 Global Teacher Blogs: A series of questions that Cathy Rubin is asking several education bloggers. I’ll be sharing the link to her post that collects all of the responses. I’m excited to be part of this group of edu-bloggers.
I’ve outlined in a previous post, my findings that quite obviously, the moment that any individual learner is ready to listen, read, watch or even learn will vary. To expect any class to turn up at a scheduled hour and fully engage in the same learning activity is literally treating them like products on a factory line and not the humans they enjoy being. Photo Credit.
I have 2 daughters, both brought up by the same parents who approach everything in life very differently. Why would we expect 30 young people form different life situations to behave and have the same needs for an hour?
When I regularly divide my classes into groups, I often notice that a number of the groups have a member who seems distant or unengaged and I wonder how I can energise these kids to engage with the group or task during the short time that I’ve got them? (I teach in a high school still restricted by segregated, hourly subject lessons) Most of my class activities involve an element of problem solving. Examples might be, How are we going to reduce cyber-bullying in the school? What do the students need in a school app? Or even, How can I start my music career in New Zealand? It is the problem-solving part of the brain I want to activate in my students who are not in that frame of mind when I need it.
The other day, I noticed one of my daughters playing a puzzle type game on my iPad. It was obviously challenging and often frustrating but she kept at it regardless. The game was direct problem solving and my girl was deeply engaged. It was then I had an idea. If any learner who found themselves disengaged from a school task had permission to select from a list of problem-solving, “brain igniting” games, it might mean they return to the task more energised to tackle it or suggest other solutions.
To carry out an initial trial, I projected a problem-solving game on my board and invited individuals to have a single turn to complete the puzzle/level. After 2 minutes, pairs were coming up to have a shared turn. This turned into small groups and after 10 minutes had 8 people competing to make suggestions for the next move. What I noticed was that these 8 were not a normal grouping within the class but had selected themselves to share an experience. This had an immediate effect on the dynamics in the class. I have found that after this exercise, new pairings started appearing in the class and it definitely made it easier for me to suggest new groupings without any backlash.
Class gaming rules
- Time Limit: A set amount of game play per hour or per week might be allowed but there would be freedom to select when that time was used.
- The games would be form the endorsed “Brain-igniting” list.
- All games would be Problem-solving
- Gaming progress (levels) could be reported to class to encourage collaboration between students that might not otherwise connect.
- New Game teams are organised around individual’s favourite games
- Ads: “The Games have too many Adverts!” Airplane mode (in the control centre) will remove most, if not all the ads that pop up.
- 2. Student suggestions – Students should be free to make suggestions for adding to the approved list. I think keeping it to about 10 will encourage more discussion in the class about solving certain levels. With too many games, the classes attention can become fragmented. Suggesting games for the list will give them ownership over their problem solving world.
- Students are allowed to connect over a game to discuss strategies to beat levels. This builds strong relationships which spill over into class tasks.
Brain igniting Games
So I set about searching and inquiring after entertaining puzzle games I could issue as an endorsed game list. These are just suggestions but will give you a starting point.
- VERY BAD CUBE
This game builds in complexity from the most basic of starts. Join all the cubes of the same colour. Sounds easy but had my classes connecting into larger and larger groups trying desperately to beat a level.
T his game is challenging and demands a little math. Same number blocks collide and merge into a single doubled number block. Trick is to not fill the board. Even my senior students play this by choice.
Learn another language in a personalised, fun and accessible way. With an account, each student is automatically tracked and reminded to return to their 10 minutes a day if they forget. I’m learning Spanish along with the rest of my family!
- 2 DOTS
This game does not have a single solution for each level. This means it is less likely to bring students together but does quickly get an individual’s brain working. This too nicely grows in complexity and is good for the quieter students to work on alone.
This is good for younger students but fun for all. A constant rolling screen of quick problems to solve before the character can continue on. My7 year-old daughter played this game for much more than 10 minutes!
- MOVE THE TURTLE
This challenges with simple puzzles whilst teaching the fundamentals of programming. There are programming iPad apps but most allow kids to play games already made and Move the Turtle is the game itself and so is on my list.
- POP WORDS
This is a great twist on the game Boggle. It has a individual time-pressure game where you try to find words on the grid before your timer runs out. It also has a great puzzle mode where the letter tiles disappear when used to see how many tiles you can score with just one grid. This is great for building literacy skills and again naturally draws students together to find new words.
This is a bit different. At first you think it’s just a very simple memory game where you only have to remember which neon lights lit up for 5 seconds on a grid to complete a circuit. It seems quite tricky so you find yourself developing your own strategies for remembering which lit up. I even started remembering shape names to jog my memory. This really gets the brain working hard.
Minecraft is one of the most popular games in history and has been used by many schools as an educational tool. The key is the collaborative nature of building worlds and objects together. The planning and teamwork required to accurately build a specific thing is something that naturally develops but can be planned by teachers. How about this incredible example of Classroom Minecraft Authentic learning where students worked with the city museum to build an 1st World War experience exhibit.
Sometimes we consider the term team-building as only something employers organise. I’ve found this to be powerful in my classes, especially with boys, who are often less social and likely to work well in new teams. You may have heard of Google 20% time, well this is an endorsed form of team-building / brain ignition time. Give it a try!
EXTRA LINK: Games are good for you
I’ve modified and added to this from a previous post.