Serious Gaming: 'Learn Math or Die Trying' By Linda L. Briggs
T.H.E. Journal - Sept. 2007
The article deals with integrating available technology, in this case for mathematics, and using it within a classroom setting to help students grasp specific concepts. It goes on to talk about how successful the implementation of the program within the Forsyth School district has been. It also talks, briefly, about the stigma that "games" have amongst educators. Once educators can get past the stigma, they see how useful and effective utilizing technology can be in the classroom. the interviewee of the article put's it in simple terms "technology and students fit together naturally, this is their world." Without advancement in technology those students that have trouble with mathematics would be relegated to doing worksheets and never grasping the actual concept, or they may not do the work at all.
Questions:
1) If technology like this is so effective, then why is it not in every school across the country?
I think the answer to that question has to do with available funding for the schools and districts. In an era where No Child Left Behind is so important, I would think lawmakers and educators alike would want anything in the classroom that can give a students a chance to succeed. The reality is that not every school and district can have what they want, and that is plaquing all schools.
2) Given that this technology is succesful, how can it be used for other subject areas?
I think there is software out there that provides a similar interactive experience for students while stressing key concepts in a particular subject. i think they are not utilized as much because they are not reliable or experience to many difficuties with adhering to facts rather than opinion. I thin that the designers of the math game will provide a game on a similar platform for another subject area, giving students the same experience and information that they have delivered with Dimenxian.
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