Video Games in the Inclusive Classroom

Embedded below is a paper on how video games can play a role in an inclusive classroom.

Abstract: In an inclusive classroom learners can access learning that is creative, challenging, and meets their learning needs. Video games can help to meet this need by providing environments and a platform to help compensate for physical and learning disabilities. Video games can provide an alternative to traditional text based narrative to combine literacy learning with creativity and problem solving. Video games can even help enhance self-esteem when it comes to learning and help engage our students. They match pedagogical practices and can create learning opportunities and challenges for all learners, by not only playing them, but by creating them as well.

Video Games in the Inclusive Classroom

3 thoughts on “Video Games in the Inclusive Classroom

  1. Hey! My name is Haley Smith, and I am in EDM310 at the University of South Alabama. I really enjoyed reading through this post. I have always been a person that thought video games were a waste of time, energy, and skills. Boy, was I wrong! The way that you executed all of your points made it clear that video games can be used in the classroom as well as outside the classroom for continuing growth of students. It also teaches the teacher that more resources are out there and that social media, Wikipedia, and YouTube are not the only things that teachers can use to incorporate technology into a classroom.

    I loved your points on students with disabilities and how it takes these students into a world that they can’t physically be in. They are unlike students without disabilities because running around in a video game is nothing spectacular for those students. Running and jumping makes these challenged students feel like they fit in. It makes them feel like kids or teenagers, whatever type of classroom they are in.

    Again, I loved your post! Thanks for sharing!

    Follow me on twitter at @haysmith68

  2. My name is Brantley Spillman, and I am a student at the University of South Alabama. Your post on ‘video games in the classroom’ was an interesting read. Obviously, technology is changing the face of education worldwide including the popularity of video games. As an educator, we have many technological options to supplement our school year. I do believe integrating educational video games can bring a sense of excitement to our classroom that would attract many students that would otherwise be uninterested in learning. However, like anything, moderation should be a concern as video games have been well documented to have an addictive nature for many children. I would like to see my kids embrace these options to enhance learning, but simultaneously promote hands-on tasks. Students will encounter many difficult life challenges that will be hard to correlate to conquering level II of a video game. Thanks for sharing.

    1. Moderation is definitely key, but I see passing level 2 as very much real life. How many times do we set a goal and then overcome challenges to get to a place where we earn a reward or pause to celebrate. Video games allow students to progress at a level that they are functioning in and scaffold with hints, clues, and assistance right when they need it. There are also more serious games that can help with life challenges. Super Better comes to mind as a game where you can set targets to help move forward in life.

      Thanks for taking the time to comment!

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