In this article, myths about computer games are debunked and guidelines are presented from which students may derive greater benefits.
Authors: Erin M. McTigue & Per Henning Uppstad
Source: McTigue, E.M. & Uppstad, P.H. (2018). Getting serious about serious games: Best practices for computer games in reading classrooms. The Reading Teacher, 72(4), 453-461.
In this article, myths about computer games are debunked and guidelines are presented from which students may derive greater benefits.
Focusing on computer games in the elementary reading classroom
Computer games for literacy learning
How teachers implement computer games
The study
The study presents myths about the use of computer games for reading.
Myth 1
Students are always highly motivated to play computer games for reading. Students will be more engaged in literacy tasks with technology than with traditional formats such as pen and paper.
Teachers’ supporting motivation for serious games in reading
Myth 2
Students are digital natives, which means they can jump right into a game with little instruction. Today’s students, born immersed into digital technology, approach technology differently than previous generations.
Teachers’ support of students’ skill in using games for literacy learning
Myth 3
Computer games are interactive by design. Because games require players to make decisions, playing games should be interactive.
Teachers’ facilitation of students’ mastery mind-set when playing computer games
Myth 4
Students readily transfer learning from games to their reading and writing. As teachers, we expect that literacy skills generalise between digital and analogue situations.
Helping learning transfer beyond the game environment
Myth 5
When students play learning games, teachers are freed up to support others. Computer games serve the dual purpose of teaching and classroom management.
Implementing computer games to support learning and relieve demands on teachers’ instructional time
Myth 6
Research-based computer games provide individualised instruction for struggling readers.
Implications
When using serious games in early reading instruction, teachers should gain confidence in their content and pedagogical knowledge, carefully investigating the potential gains from the technology. We encourage teachers to critically analyse the limitations of serious games for reading, and before implementing, decide the extent to which such games are aligned with their pedagogical and content goals.
How to acquire increased benefits from serious games