Posted in 1.1 Creating, 1.3 Assessing/Evaluating, 1.4 Managing, 3.3 Assessing/Evaluating, 4.1 Collaborative Practice, AECT Standard 1 (Content Knowledge), AECT Standard 3 (Learning Environments), AECT Standard 4 (Professional Knowledge and Skills)

Mobile Games in Education

This week in EDTECH 564 we took a look at mobile games and their place in the classroom. I ended up evaluating Brain It On! and I Love Hue as educational games. Both of these games provided challenging puzzles that were quickly addictive. For games on the non-educational variety, I evaluated Bejewled Blitz! and Dots. Like the educational games, these games were addictive and are the puzzle variety. One of my peers had mentioned our class discussion my tendency to see puzzle games more educational. While I obviously would agree based on this weeks assignment but upon reflection, I would say this is true mostly for mobile games. I feel like the digital divide is still wide enough to not be able to effectively and reliably use mobile apps in the classroom. Now, I understand there are places where schools have devices, or have great wifi, or perhaps have students who all have current devices, but at my school, we’re not there yet. Therefore, using any mobile app, educational or not, is very difficult. That said, if I lived in an area where using mobile apps in the classroom was realistic, I’m not sure I would use them for anything more than time filler for several reasons. Most importantly, unless the app is trackable, how would I assess how students do with the app? Assuming that wasn’t an issues, wouldn’t it be neat to be able to analyze these games as a class. I would love Brain It On! in my Video Game Design course when discussing physics in video games. I feel like the physics in the game were spot on and it really challenges the user to use physics to their advantage.


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