Here are some tips for successful implementation of video games into your library media program or instruction.
It is important to play the video game before using it with students in order to know the tool and consider possible troubleshooting strategies prior to instruction. Some games require the user creates a save file prior to game play. Others may require a certain amount of game play or achievement prior to unlocking or granting access to a particular stage or set of in-game tools. Playing the game prior to using the game in library instruction can help to ensure a smooth playing experience and help minimize the number of potential threats to game play.
Selecting the appropriate game to use with students requires a balance of knowing where their current interests lie in terms of specific video games they are playing as well as a consideration of how you plan to use the game to support the academic objective. Providing the students with some sort of context for why you selected to incorporate a particular game can have the benefits of increasing student buy-in for the lesson as well as conveying a sense of purpose and intent in using the video game as a tool in the lesson.
Purchasing a new console can be very expensive and not all budgets allow for purchases of this nature. Consider seeking donations of used consoles from the parent community at the school, or using a crowdfunding sites such as Donors Choose to allow community members to invest in the use of the tool with their children. Using a console from the previous generation can also be beneficial as many new game consoles render the previous consoles obsolete. Asking families to consider donating their old game consoles to the school library in order to support the academic mission of the library may have unexpected and exciting results.
Past-generation consoles have the benefit of having a robust library of games as well as a significant presence in homes throughout the school community. Using familiar games and consoles can save the school money when looking to purchase consoles, but also allows for a learning community where students are already an expert on the console and/or the game. Having a student on hand to provide insight on playing strategies and support for those new to the game allows the student to be an expert and serve his or her classmates in a new capacity.
Exactly how will you be utilizing the video game with the class? Will they each be playing on a laptop or tablet? Will you connect a console to an LCD project? Are you plugging into a large monitor? No matter how you’re incorporating the game, consideration must be placed on classroom set-up in order to best accommodate the learners. If playing as a class on a single screen, consider where the player will sit so that he or she can play the game without obstructing the view of the classmates. If playing the game individually on 1:1 devices, consider how you will monitor time on task with the students and how you can regroup the students when whole group instruction is being delivered.
There is no reason for anyone to go at this alone or to feel like using video games is just too far out of one’s comfort one to even attempt. Find experts in the students and staff you work with or through online learning communities such as ISTE’s Games & Simulations special interest group. These educators can share experiences from the field, make suggestions on new games to try with your students, and provide a sense of community for you to grow, learn, and share.
Playing video games is important for a number of reasons, not the least of which being that if you’re going to be playing video games with students, you ought to at least be playing them on some level on your own so that you can better understand the appeal of playing games, the coordination required, and the sense of accomplishment gleaned from winning.
Most people do not think about video games and education in the same context. This is a chance to change that. Invite staff members to come to the library to play games on the console before the start of the school day. Engage in conversations about how video games can be used in the instructional context. Share lessons you’ve done or articles you’ve read on games-based learning with colleagues and administrators. The more video games are normalized in the educational context, the easier it will be to gain support and resources when it comes to using video games in the classroom.
Video games hold a negative connotation in the eyes of many adults, with some viewing playing video games as a distraction with little to no benefit beyond entertainment alone. Of course that’s just not the case, but it does mean that your using video games in the school library may attract some critical attention. It is important to be able to articulate not only why a particular video games was selected as a learning tool or experience for a given lesson, but also how incorporating that tool increased student engagement, helped students master learning objectives, provided a familiar tool through which students could explore unfamiliar curriculum with greater confidence, etc. Instead of fearing skeptics, great them with understanding and answers.
Wireless controllers require a charged set of batteries in order to make it through any significant amount of game play. Having extra batteries on hand will help to ensure the game play doesn’t need to stop. Consider purchasing an extra set of rechargeable batteries or explore whether the controllers come with a charging station or rechargeable battery pack.
MLA Citation
Winner, Matthew C. "Implementing Video Gaming." School Library Connection, November 2015, schoollibraryconnection.com/Content/Article/1990268.
Entry ID: 1990268