Sunday, October 21, 2012

The Role of Video Games in EFL Classrooms


I would like to continue reflecting on digital technologies, video games in particular, and their effect on today’s young generation. It is common knowledge that young people are actively involved in computer gaming. I think, as teachers we cannot deny the fact that computer games play a huge role on shaping our young learners’ minds and behavior. Therefore, their needs and interests are often different from those of the older generation. Research studies show that these digital technologies lead to “mind alterations” or “cognitive changes” in the area of learning (Prensky, 2001). If we are to accept this fact we should think of new ways and methods of teaching. Traditional in-class activities are no longer effective with such generation as they do not fit into their learning style and perception of things.
Patricia Greenfielad, a professor of psychology, has done a lot of research in this area and has come up with some interesting facts. One of them is that video games help to strengthen the learner’s skill in reading visuals as representations of three-dimensional space. Also, various computer games develop their ability to “discover“ rules rather than to follow them.  I think this implies that we, as teachers, should introduce the new material inductively rather than deductively. Even during the class young learners are “players”; they like to be actively involved in a rule discovery process, predicting the possible outcomes rather than being told about them. Besides, due to video games a person is capable of monitoring multiple locations simultaneously. Thus, as teachers, we can assign projects or activities that require the learners’ concentration on multiple tasks at the same time.
If a teacher wants to keep such “digital” learners focused on the lesson, she/he should find some ways to integrate video games into the curricula. For example, there are certain topic-based educational games that can help learners understand and use the newly learned material in meaningful, real-life situations. I have also learned that some commercial games can be adapted to classroom needs and integrated into the learning process as well.

Thus, today’s teachers are exposed to a variety of options that can be used effectively to satisfy the “digital youth’s “  needs and interests.

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