Tuesday, May 31, 2016

Learning Through Games in K-12 Classrooms


Paul Kasunich is an experienced educator and administrator serving Gwynedd Mercy University as a professor in the school of education. When he is not teaching doctoral and master’s-level classes and advising doctoral students, Paul Kasunich enjoys staying up-to-date on the influence of new technologies on K-12 education.

In recent years, advances in technology have greatly shaped the direction of K-12 learning. Game-based learning is one of the best examples of technological advances in the classroom. Game-based learning takes many forms, ranging from Sussex Elementary School’s First in Math computer game to the use of World of Warcraft in language arts courses. Quest Atlantis, a broadly used game-based learning tool, allows children to explore virtual educational spaces and complete missions while learning about science.

The effect of game-based learning can be seen outside the realm of K-12 learning, as well. The United States military has continued to embrace games and simulations as an effective teaching tool, while the University of Chicago has developed the mobile online learning environment Our Playground, which students use to design data collection projects.