Science
teachers connect digital games to learning
POSTED: JAN.
6, 2011
Fun.
Addictive. Awesome. That’s what Port Jervis
seventh graders are saying about the Nintendo Dsi game they got
to play recently in science class.
The students in Megan Wieboldt and Tricia Keniston’s class spent
hours playing a game called The Ruby Realm, which took them
through multiple levels of maze-like passages and challenging
obstacles. The students played the handheld game in school and
were even able to bring it home with them.
But,
the class was more than just fun and games. The Nintendo Ruby
Realm game was developed by researchers from the Education
Development Center (EDC) to help Middle School science teachers
provide students with a better understanding of the process of
photosynthesis. The digital game was specifically designed to
engage students in activities that require them to use reasoning
and other thinking skills to explore a variety of topics related
to photosynthesis.
The handheld game and supplemental materials were provided to
Port Jervis Middle School class at no charge from the EDC’s
Center for Children and Technology. Wieboldt, Keniston and
fellow faculty member Heather Robinson are three of the teachers
selected from around the state to participate in the Center’s
ongoing study of how game-based systems can be used to help
middle school students grasp challenging scientific concepts.
The
study, which is funded by the U.S. Department of Education,
divided the class into two control groups. Wieboldt and Keniston
were assigned to the “intervention” group, which used the
handheld games to supplement the regular science curriculum. As
part of the control or “business as usual group,” Robinson did
not receive the digital tools. She had to use traditional
methods to teach the photosynthesis unit.
The goal of the study is to determine if the students who used
the game-based systems show a significantly better understanding
of photosynthesis. The results will be determined through short
standardized tests and the tracking system embedded in the
Nintendo games.
While
the official results will not be finalized until the EDC’s
research is completed, Wieboldt feels her science students
benefited from playing the digital games. Growing up in a
technology-rich environment, handheld digital games and phones
are a major part of this generation’s lifestyle. “The games kept
the students engaged and motivated them to follow the
assignments,” she said, noting that technology clearly makes an
impact on student learning.
|