In Critical Education in an Interactive Age the author Kurt Squire discusses how important video games are as digital literacy and their relevance to the education system. The author explains “learning and pleasure are closely connected, with many players believing that learning is naturally fun and learning enhances the gaming experience. Second learning is (and gaming) intrinsically a social experience” (Squire, 117). I think video games are a wonderful resource for teachers to use in the classroom to one engage the learner by using a fun educational activity and two it provides a space where the learner can grow and develop their skills based on the game they are playing.
In Suzanne de Castell article Avatar Aesthetic and Self-Representation in Digital Games the author makes an important point from a teaching and learning perspective with regard to design of virtual reality games. Essentially as teachers we need to be aware the design of virtual reality environments with regard to cultural and profitable assumptions made by designers. de Castell call for teachers to “engage in self-building and world building more online than off, so it’s time for some accountable design of a very different sort” (de, castell, 220). As teachers we need to take control and start creating meaningful video and virtual reality games so that we can keep education relevant to the learner.
From a pedagogical point of view learning takes place in video games through experiential learning. For example, a student wanting to learn more about American and Roman history can play a video game that portrays historical content in an active learning way. The other learning theory it touches on is the Constructivist learning theory. For example, with most video games the learner has to complete tasks in order to advance to the next stage. Students must build on their knowledge of how to do something in the video game before they can advance to the next activity.
Squire, K. (2014) Critical Education in an Interactive Age. Mirror Images. Pp. 105-123.
de Castell, S. Mirror Images: Avatar Aesthetics & Self-Representation in Digital Games. DIY Citizenship. Pp 213-221.