Posts Tagged ‘nintendo’

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.

Using handheld gaming devices in the classroom

15CECE89-384A-4576-89F8-60728B4C2A04.jpgNintendo is working to use its popular DS series of handheld gaming devices as interactive classroom response units. Think of these as the “clickers” many schools now have to solicit real-time response from students, with additional functionality to also receive direct feedback and visual aids from the teacher. The devices may also be used for testing, with immediate scoring and feedback to the student possible. Each device communicates with the teacher’s PC using WiFi. This product will debut next year in Japan and will include 60 programs covering a variety of subjects across elementary, middle school, and high school.

Concerns about cost, cheating, and staying on-task aside, I think this is a compelling idea. Using consumer-oriented devices like the Nintendo DS, iPod, and others in classrooms allow kids to use devices they likely already have used in the past (many will already own a device) and are generally capable of much more than devices strictly geared for the classroom.

DS in the Classroom (via Fast Company; illustration via Fast Company)