What are ways in which students can use
critical thinking skills to plan and conduct research, manage projects, solve
problems, and make informed decisions using appropriate digital tools and
resources?
My Triggering Event
Question: How would gaming
fit into the health and fitness curriculum?
Resource: Exploring the potential of computer
and video games for health and physical education: A literature review
(Papastergiou, 2009)
The
International Society for Technology in Education (ISTE)’s Standard 4 set forth
the following learning targets for students: “1) Use
technology to help identify and define problems for investigation, 2) plan and
manage projects with the help of digital graphic organizers, 3) utilize
technology to collect and analyze data, identify possible solutions, and make
informed decisions, and 4) explore and compare solutions with various
technology tools” (ISTE, 2007). For this blog, I will focus on
the third and fourth learning targets.
Yang
and Chang (2013) concluded in their research article that, “There is great
potential for DGA [Digital Game Authorship] as an extension of digital
game-based learning for empowering learners in their construction of knowledge
and the creation of authentic learning materials.” After reading how gaming
enhanced biology and programming curriculum, I began to wonder how gaming would
fit into my subject-specific content area. Which is why I posed the following
question for my triggering event: How would gaming fit into the health and fitness curriculum? I
chose Papastergiou (2009)'s literature review for the exploration of my triggering
event question, because the study aimed to identify how gaming contributes to
physical education and provide evidence on the educational effectiveness of
gaming. In order to put together a literature review, 34 articles focusing on
the examination of electronic games as potential educational tools for the
health and fitness curriculum were utilized (Papastergiou, 2009). After each
article was categorized and synthesized, the following potential benefits were
noted: “(a) games can support
interactive, experiential learning, which can improve players’ health-related
self-efficacy and behaviors, (b) games are particularly motivational for young
people, who may be difficult to influence through traditional HE interventions,
(c) games can provide individualized feedback on health choices, (d) games can
support progress at one’s own pace, (e) games can offer opportunities for
social interaction and health-related social support both within the game and
around it, which can enhance players’ motivation to improve health behaviors,
(f) games can offer unlimited opportunities to re- hearse self-care skills,
which may favor the transfer of those skills to real-life situations” (Papastergiou,
2009). Papastergiou (2009)’s
literature review concluded that students’ fitness, motor skills and behaviors
towards health and fitness improved. In regards to my teaching experiences, I
can relate to each the findings of the literature review. For example, in my
yoga core class, my students often times struggle with their balance and
coordination in poses. I have found that through the use of dancing my students
have the ability to improve on these areas. To implement a fun and innovative
way of dance, I have given my students the opportunity to play Wii Dance on a
shorted day. This gives students the opportunity to not only think about the
curriculum in a different way, but also helps them to progress in their ability
to perform poses. Additionally, after doing some research about games available
for my yoga core class, I found that Nintendo’s Wii Fit has yoga practices.
Given the practicality of gaming in regards to my content area, I can answer my
question by saying that gaming has the potential to fit into the health and
fitness curriculum both effectively and realistically.
Example of Yoga on Wii Fit |
References
International Society for Technology in Education. (2007).
National educational technology standards for students. Retrieved from http://www.iste.org/standards/standards/standards-for-students.
Papastergiou, M. (2009). Exploring the potential of
computer and video games for health and physical education: A literature
review. Computers & Education, 53(3), 603-622.
Yang, Y. T. C., & Chang, C. H. (2013). Empowering
students through digital game authorship: Enhancing concentration, critical
thinking, and academic achievement. Computers & Education, 68,
334-344.