3rd lesson summary
In this week's lesson, we learned the various pedagogical approaches that can be used in the classroom. This was done in a group discussion where the class split up into its various groups to discuss the various approaches and its pros and cons. This was done randomly which I felt allowed the class to get to know each other better.
My group focused on game based learning and its various advantages and disadvantages. Looking through the internet at game-based learning, I found various information regarding the pedagogical approach which fascinated me. Firstly, game-based learning seems to becoming more and more popular with the advent of technology especially high-speed broadband making online gaming a possibility. Secondly, there have been various conferences such as the European education gaming conference in 2008 which illustrates the legitimacy of games as a learning tool.
Games thus are becoming integral to education as it provides a good platform which students can be engaged in a certain subject. This can be seen in various examples such as the students in Ngee Ann polytechnic who use second life as a learning tool.
We must also take time to differentiate between educational games and using games as an educational tool. Firstly, educational games are created as a specific educational tool. This is seen in games such as typing of the dead which is specifically targeted at improving the player's capability of typing quickly.
There are also other games which are normally used for entertainment purposes can also be converted to be used for education. This can be seen in mathematics/physics lessons which use certain applications such as world of warcraft as a way of calculating gravitational force and measuring of areas.
Although gaming has its advantages, there can also be undesired impacts regarding gaming. First, games can become an addiction. We see this in China where gaming addiction clinics have been set up due to the growing number of gaming addicts and the usage of games as an educational tool may only just encourage certain students to use their computers for a greater length of time. Secondly, games must be regulated as certain undesired content can be found within a game. This is seen in Second life whereby there are certain adult sections of the world which the students are able to enter.
To conclude, the proper usage of games can be both educational and engaging but proper restrictions should be implemented before embarking on this pedagogical approach.

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