While reflecting on this infographic, there were some things that stood out to me. First of all, as an educator of young children, I see a growing gap in some of the most important life skills such as problem-solving and collaboration.
It is powerful to be in the classroom and witness children who are so quick to give up when things get challenging OR when I don't give them step-by-step instructions. Often times, I like to let my students problem solve their own ideas and solutions when conflicts arise. While not all students quit easily, there are a handful who demand answers or they're going to throw a fit, shut down, stop listening/working, etc. . . So how do we reach out to those students? I like to think of it as "tricking" them into working hard. When the buy-in and engagement factor is high enough, they are willing to trouble-shoot. I love that about games in the classroom.
It is also a huge job teaching these young children how to collaborate and work well together. It's a relative new skill for them, and it's hard. It's difficult for adults to collaborate effectively often times! That's why I love to start teaching those skills early on. The gaming atmosphere allows students the ability to work in teams, share ideas, trouble-shoot ideas, make plans, revise plans, and try again!
When studies show 95% of teachers finding games to be an effective teaching tool, why isn't it being pushed MORE? Teachers and administrations seem to be willing to do anything and pay any amount... yet technology isn't always brought up as an effective tool? Why? Is it because some teachers don't feel comfortable? Probably. Is it because technology is expensive to fund and hard to keep updated? Probably. Is it because of fear? Probably. But clearly, infusing it into the curriculum is CLEARLY worth it.