With the advent of
digital game-based learning and its increased popularity, today’s ‘‘Net
Generation’’ or ‘’Digital natives’’ have really become disengaged with
traditional instruction. Kids are different today. They are active, operate at
twitch speed, privilege graphics and animations over text, prefer connectedness,
see play as work and view technology as life, not a separate activity. They
require multiple streams of information, frequent and quick interactions with
content and visual literacy skills.
We should always bear
in mind that when we say games are effective and powerful tools for learning we
do not mean that all the games are good for all learners and for all learning
outcomes.
Games are effective not because of what they
are, but because of what they embody but what learners are doing as they play a
game. Thus, learning that
occurs in meaningful and relevant contexts is more effective as the learning
takes place within a meaningful context.
Games provide forum in which learning arises as a
result of tasks stimulated by the content of the game in which knowledge is
developed through the content of the game and in which skills are developed as
a result of playing the game.
As
TEFL professionals, we need to know when, how, with whom and under what
conditions games are engaging and how we can integrate DGBL in the classroom
and how can games fit into schools.
We need to know how DGBL will look like at the
institution, gather DGBL resources by creating map of what you will need to
implement DGBL. Certain criteria have to be met in order to successfully
implement COTS games into formal language learning contexts. The game itself has
to be fully motivating and provide clearly defined and spaces goals. We must
find appropriate content which ideally provides rich and meaningful narratives
providing their users a feeling of choice. I, myself, really enjoyed playing
games and when playing I already notice and become aware that video games have
a great potential in offering high intrinsic motivation, rewards, feedback and meaningful
language use.
I played the game ‘’Coffee Shop’’ which I liked a lot. This was a good example of business plan
about coffee shop. Players(like me and my peers) are really motivated as they
make their own business plan of how to make great deal of money within 14 days
and ,meanwhile, use the language much when reading all the instructions and
when making their own version of the coffee by selection ingredients that will
bring them a benefit.
Obviously, based on all the readings and the
potential of games, computers in the schools will revolutionize learning, as
kids are different today and computers are more motivating that traditional way
of learning.



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