Two examples of game-based learning evolving with technology

In the last few years, gaming systems like the Nintendo DS and Nintendo Wii have changed how we play games. Buttons and direction pads still rule, but new games might require us to stand up and move around, or use a pen-like controller to write or manipulate objects. Tablet PCs are also becoming more commonplace; again using pens as input devices. Software developers are using these systems and inputs to create new ways of interacting with computers–and potentially opening up new learning opportunities for gamers.

For example, take a look at Scribblenauts, a new game for the Nintendo DS handheld gaming system:

It’s cute, but there are also some compelling opportunities for vocabulary building, spelling, and especially problem solving embedded in the game. I’ve owned this game for a week and, while not everything I type in helps me solve the puzzle at hand, I’ve only found one word the software didn’t know at all (“slab”). You can also create your own levels for others to solve.

A more concrete example, perhaps, is Crayon Physics. Where Scribblenauts requires some creative thinking and vocabulary usage to solve problems, Crayon Physics uses real-world physics. Check it out:

Crayon Physics not so much a game, but the open-ended problem solving element is still there. There may be more than one right answer, and getting to that answer may involve more than memorization and quick fingers. Do you think “games” (for lack of a better term) like these have a place in the classroom? Do you use games now as part of instruction? Please share your thoughts with us.

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