The article of “Its not just the digital natives who are restless” by Richard Van Eck, talks about using video games to teach our restless generation-the digital natives. We’ve done quite a few discussions in this semsters about our digital generaltions, some people said students were still learning 200 years ago without technology. But it is really the time to think about that the generation we are facing now are different, the learning instruction should change to cater for their needs.
It is very interesting as in this article it is not only talks about video games it also involves about popular culture. As a teacher for this generation, I’ve tried to use popular cultures in my class and would like to give a try for using video games in the future. But how much should I use, and what is my expectation for using video games and popular culture of my students? How to intergrate games in education and maximize the potential outcome?
“Games are effective not because of what they are, but because of what they embody and what learners are doing as they play a game”. I can’t agree more with “choosing a suitable game” in the classroom. Different games might be very suitable for certain subjects but not for others. For example, the game “Uncharted Water” by Koei Japan might be a great game for teaching geography in class as it is about sailing over the world, students need to know major cities in the whole world so they can fulfill each tasks. However, how to use this game in language class or even math class would be a challenge for teachers. There seems no such a game that can suit for all subjects area, it is really important to think about what outcome do we expect by using games in the classroom and choose it carefully.
Chapman (1999) suggests that there should be increasing emphasis on the learner “situating” themselves in the world of study, to explore the possibilities in other worlds, and the view concepts and constructs from other perspectives, even take on multiple roles. Early genre of educational games have been largely replications of traditional games genre with learning variations, such as Tic-tac-toe games with question answering interjected into turn taking and more recently quest style games where progress is dependent on progres through the course material.
However, on the other hand, I thought most of the educational video games are not as interesting as commercialised and enternainment video games. To students, there are big no differences of doing a cross world puzzle on worksheet and using a computer. They are fascinating about the commercialised video games which created a fantastic but not real world that they never experienced. o make real progress educational game genres needs to benefit and leverage on the evolution of entertainment game genres.
Like in the end of the article said “Will we continue to learn from the past? Will we realize the potential that DGBL has to revolutionize how students learn?” I think the answer is “yes”, but we need to find a better way to implement the DGBL in classroom – perhaps with better games choices.
References:
Eck, R.(N.D.). Its not just the digital natives who are restless. Retrieved on 24, Oct, 2008.
http://net.educause.edu/ir/library/pdf/erm0620.pdf
Uncharted Water, Retrieved on 25,Oct, 2008http://en.wikipedia.org/wiki/Uncharted_Waters
Chapman, M.L. 1999. Situated, Social, Active: Rewriting Genre in the Elementary Classroom. Written Communication. 16(4): 469-490.

Picture of the Uncharted Water.
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Picture of “Uncharted Water” IV, one of the six main characters.
Suggested Attribution: http://newphoto.1t1t.com/usr/04/56465/1107331688_8.jpg