Beruflich Dokumente
Kultur Dokumente
Article Review 3
Gaudelli, W., & Taylor, A. (2011). Modding the global classroom? Serious video games
and teacher reflection. Contemporary Issues in Technology and Teacher Education, 11 (1), 70 91.
The intent of the journal article, written by William Gaudelli and Ashley Taylor of
Columbia University, is to present information on the attitudes of teachers towards
the utilization of and pedagogical value of video games within classrooms,
specifically serious videos games. Serious videos games are different than popular
or mainstream video games in that they are used to explicitly simulate real-world
situations including circumstances that require students to critically analyze factors
in order to make the correct decisions which affect the outcome of the game. The
authors contend that the viewpoint of the teacher on the use of serious video
games is important in the development of differing pedagogical perspectives
regarding the exposure of students to global learning. The constant search by
educators for various ways to engage students in global learning is now posed with
the question of whether or not applying serious video games to curricula will be a
viable solution to the deficiencies in our classrooms.
Within the text, the authors begin their argument with the explanation of the
background of simulation technology going back to the 1960s. Most of the studies
conducted were shown to have results depicting the general engagement of
students and the assumption is made that a large part of the success of simulation
games is due to the amount of control that a student has over their choices within
each situation. If the student was given a greater amount of control, the learning
effect was increased and vice versa. After many of the initial studies were done,
technology began changing rapidly due to the explosion of the internet age. Online
communities were being formed and new ideas were springing forth quickly. As the
technology options increased so did the studies that followed them. Educational
researchers wanted to know how technology was shaping classrooms and
subsequently, more and more information was being spread to help integrate
technology in the most appropriate way.
The authors next discuss the overall technological wariness that teachers have for
the idea of using video games in their classrooms. Gaudelli and Taylor refer to
Cuban, Technological wariness is a longstanding issue in schools, as teachers
historically have been leery of innovations due, in part, to the flash-in-the-pan
quality of many initiatives. (Cuban, 1986, p.61). This general perspective led the
authors to their next step - their own independent study of the implementation of
simulation games. The authors detail the study they conducted using seven
independent teachers and their respective students. The attitudes of the teachers
towards the use of their assigned simulation games was the main focus in the study
and the overall purpose was to gauge a possible shift in the teacher viewpoints after
they complete a full lesson/unit with the aid of the game. The results of the study
were explained and broken down. They showed some changes in how the teachers
viewed the technology compared to when they began the study, however, many of