Future Potential
Job Market
Getting Ahead
There are many who insist playing video games is a total waste of time and detracts from
the learning of important skills. On the contrary, gaming helps in mastering a variety
of literacies and is of the utmost importance for learners and their transition to the work world.
Jobs Require Gaming Skills
Beck and Wade ()
show how gaming helps prepare the individual for today's and tomorrow's workforce.
Analytical tools (manipulated as video games would) are used in the work force to help solve difficult
tasks and issues. Because certain data is simply not available at the current time, simulations using
tools and gaming skills help us address issues such as: global warming, terrorist threats, and
long-term investments in infrastructure. "Our formal educational systems do not tend to facilitate
the development of these capabilities, yet people of all ages are developing [literacies] via a
variety of digitally-mediated mechanisms" (Galarneau & Zibit,
). Gaming bridges the gap left
by traditional educational methods and allows learners to be successful in the today's business
world.
In The School
Gaming Methods in the School
When thinking about issues surrounding videogames, it is important not to be too narrow in our
perception of gaming. Doshi () discusses the importance of recognizing gaming as not being
limited to electronic or digital games. Various types of "games" can be used in the schools to
facilitate the growth of information literacy as well as a variety of other
.
Mystery Games
Knowledge Quests are mystery solving games where students propose questions and search various
resources to find the relevant answers. These quests can range from simple to those which
involve many linking queries. They may take the form of competitions or be used as a group
building experience. The goal is to develop searching skills in a fun manor and offer students
some control over how they go about finding information. This also allows learning the order
that information needs to be obtained in. This type of activity is helpful when trying to
teach diverse learners at different levels of knowledge and understanding.
Evidence-based Games
Real world situations allow students to play evidence-based games which apply newly learned
literacy skills and make them relevant in their own lives. When the circumstances of the
learning environment are applicable to real world issues and situations, assignments and
learning activities are made more meaningful for students (Lee,
). In these situations
students learn more quickly and have better retention of the information.
Further Pondering
Teaching methods and attitudes in Canada will have to change now that digital environments
are emerging in many aspects of work and recreation. Searching skills, evidence-based games,
methods of learning, store bought "best games" and applying the
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are tools to learn literacies, which are also evident in gaming. The question remains: how are you,
as a teacher, going to move past the fear to utilize videogames potentially educational
activities that are integral to students' daily lives?
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