gameyourbrain_splashThis week we focused on the skills needed to participate and learn in a Digital World and if your actions in your private life can influence and transfer into your Digital World. Online participation and skills learned in areas such as Facebook, gaming and text messaging can transfer effectively and efficiently to educational technology. I do however find that some transferable skills and practices create some negative effects. Issues such as poor spelling, shortened words and a decrease in some thought processes with easily accessible information are present in some digital students.

At the beginning of this week, the idea of creating a game was a daunting one as I had never experienced this before and had trouble linking it to education. While having a look at Scratch and Sploder, I began to understand the concept of gaming and education and the relationship between the two. When creating the game, problem solving was used with obstacles to overcome to reach an end goal. Using gaming in lessons is a controversial topic however I believe that games are interactive, engage students and it relates to their personal Digital Worlds. It amazed me to learn about the benefits of gaming in education such as fine motor skills, hand eye coordination development as well as using both hemispheres of the brain. As an Arts major, I would use this resource in a game design lesson plan to enhance learning. Technology is also a useful tool in regional areas. It allows us to open up virtual worlds to the students that they would otherwise never experience.  As teachers, we need to think outside the box and challenge students while making learning enjoyable.





Howell, J. (2014). Living and Learning in the Digital World. Mod 02-04, Week 7. Retrieved from: https://echo.ilecture.curtin.edu.au:8443/ess/echo/presentation/9d8a1cd3-f679-4184-8791-6765f6454274

Gershenfeld, A. (N/A). Why Gaming Could Be the Future of Education. Retrieved from: http://www.scientificamerican.com/article/why-gaming-could-be-the-future-of-education/

Palmer, A. (2013). Gaming and Education – Engagement in learning. Retrieved from: http://gamingandeducationengagementinlearning.com/



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