Weekly Reflection 5: Digital Blurring – Gaming Consoles At School?

wii classroomDigital blurring refers to an integration of digital skills generally applied in a home context to educational and professional contexts and vice versa (Howell, 2014).

The idea that gaming consoles can be used as an interactive and productive teaching tool is both interesting and exciting. As a member of Generation Y, I have grown up in a digital world and can quite confidently say that a significant number of school students would be instantly motivated to learn if a gaming console was involved.

banner_homeSo the question must be posed: Can gaming consoles actually be used as efficient teaching tools?

Groff, Howells & Cranmer, (2010) note there are three key aspects to game-based learning: motivation, skill development and immersive learning environments. Arguably, the most important of these aspects is learning environments:

“Games allow players to enter environments that would be impossible to access in any other way, eg going back in history, understanding the complexity of running a major city, managing entire civilisations or nurturing families. They require engagement with complex decisions – exploring the effects of different choices and a multiplicity of variables. They offer ongoing and responsive feedback on choices – calibrating closely to the ability level of the individual and then encouraging them to discover new limits to those abilities. They stimulate conversation and discussion; players share ideas, hints and tips in what increasingly tend to be lively and supportive learning communities” (ELSPA, as cited in Groff, Howells & Cranmer, 2010).”

It is hard to imagine gaming consoles will ever become a part of any school’s curriculum. However, as studies showing that game-based learning does have its benefits continue to emerge, it is a certain possibility. Who knows? Maybe one day someone will start the ‘One Playstation for Every Child’ foundation.

The video below closely examines how game-based learning can be used in the classroom.


Compas. (2011) wii classroom [Image]. Retrieved from http://compas.scicog.fr/?p=2603

Digitz. (n.d.) banner_home [Image]. Retrieved from http://www.digitz.info/images/banner_home.jpg

Groff, J., Howells, C. & Cranmer, S. (2010) The impact of console games in the classroom: Evidence from schools in Scotland. Retrieved from http://archive.futurelab.org.uk/resources/documents/project_reports/Console_Games_report.pdf

Howell, J. (2014). Learning and Living in a Digital World Mod 02 04 Week 7 [Streaming video]. Commonwealth of Australia: Curtin University. Retrieved from http://echo.ilecture.curtin.edu.au:8080/ess/echo/presentation/9d8a1cd3-f679-4184-8791-6765f6454274

ISR UCI. (2013, October 30). The Use of Game-Based Learning in the Classroom  [Video file] Retrieved from http://youtu.be/dNd3_OG2bzs





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