What Works in Public Education

Wii Love Learning: Using Gaming Technology to Engage Students

Put today's hottest game console to educational use.

by Laila Weir

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Wii Love Learning: Using Gaming Technology to Engage Studetns
Credit: David Julian

For those who've been under a rock (or buried in a busy classroom -- trust us, we understand), the Wii is today's hottest gaming console, vastly outselling the PlayStation and garnering gobs of media attention with its inventive and easily understood games. More than twenty-four million Wii units have sold globally, according to its maker, Nintendo.

Here's a thought: Why not take a tech platform that kids are already nuts about and put it to use? That was the thought at Cumberland Elementary School, in West Lafayette, Indiana, where first-grade teacher David Brantley used a parent donation to buy three Wii consoles. Brantley integrated some of the Wii's games and online channels into lessons on weather and geography. The result: "A great virtual map and globe activity," he says.

The Wii features a motion-sensitive controller that looks like a television remote control but can quickly sense the user's movements and translate them into on-screen action. The system also includes Internet access and a number of exclusive channels -- like news and weather forecasts -- in addition to traditional games.

Ongoing research shows that students learn more quickly and easily with instruction across multiple modalities or through a variety of media. So educators are eager for new tools, especially ones that are a hit with students.

Brantley also began using Wii games with his students, including the console's golf, bowling, and baseball offerings. These have players standing and swinging like in the real sports -- minus the ball that could go crashing through a classroom window. Using scorecards he found online, Brantley turned the fun into an opportunity to practice data recording and charting.

Brantley's colleague, kindergarten teacher Mary Ford, has also used the Wii sports games in a joint activity with an older class: Ford and third-grade teacher Laura Smith paired up their students for a game of bowling with a little real-world math practice thrown in.

Young Minds, Fast Times: Wii Learning
Credit: David Julian

"As the children took turns bowling, we asked them, 'How many pins did each bowler knock down?' and 'How many more do they need to knock down to get a certain score?'" explains Ford. "The third graders were able to add double digits and use mental math and estimation to determine a bowler's final score."

Another Cumberland kindergarten teacher, Lois Haueisen, uses the Wii's Big Brain Academy, which challenges players on logical thinking and math. The game tests players' abilities and speed at solving various problems, involving skills like counting, recognizing patterns, and size comparisons.

Haueisen says she was skeptical about using the Wii, but her students' enthusiasm -- plus the valuable analytical skills the activities impart -- changed her mind. Now converted, she bought a console for her own family.

Haueisen also cites the ability of the Wii to motivate reluctant students. "One child honestly expressed his desire not to be in kindergarten if work was involved," Haueisen says. "Since the introduction of the Wii as a tool in his education, he willingly and diligently participates in class activities. Whenever he wavers, I explain how similar our class activities are to the activities he enjoys on the Wii, and he is back on task quickly."

Still, Haueisen has been wary of a potential pitfall in the competitive Wii games: The Big Brain games finish by flashing "Winner" and "Loser," promoting an attitude she hopes to avoid in her classroom. But so far, she says, class management emphasizing cooperation and zero tolerance for put-downs has kept students from seeing themselves and classmates through a winner-loser lens. In fact, when she asked students why they thought the class used the Wii, they listed various reasons, including fun, learning, and "Everyone's a winner."

Laila Weiris a contributing editor and writer for Edutopia. Her work has appeared in magazines, newspapers, and online publications around the world.

This article was also published in the June 2008 issue of Edutopia magazine .

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was this helpful?
Alex
Posted on 5/28/2008 6:13pm

Gaming in education

I teach grade 7 and 8 math and use game sites whenever I can to teach and reinforce skills. One of the difficulties is finding games that are interesting and worthwhile to adolescent learners who have sophisticated tastes when it comes to games. My students love collaborative online games played with students from other countries, or games that require them to use a variety of strategies to gain points or levels but quickly tire of simplistic "kill and drill" games. I have spent countless hours hunting for games that meet both my and my students criteria. I hope that the gaming industry begins to respond to this need with affordable (ie: free) engaging games for adolescents.

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Joel Zehring
Posted on 5/29/2008 11:33am

Supporting Gaming in the Classroom

I'm working on a wiki to support gaming in the classroom.

WiiLearn Wiki

We focus on the Nintendo Wii, but many of the resources will not necessarily require a Wii console.

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Greg
Posted on 6/09/2008 7:13am

grade 7 and 8 math games

Alex,
Have you looked into the online, interactive pre-Algebra and Algebra game called DimensionM created by tabula digita? It can be played by students in different places in collaborative or individual modes. (I'm not associated w/ the company; learned about it at NECC last year.)
Good luck!
Greg, Lenawee ISD, Adrian, MI

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Enzo Silva
Posted on 7/08/2008 10:23am

Wii are learning together - social gaming

Nice post.

I have also written something about the wii and "social gaming" here:

http://tweaklearning.wordpress.com/2008/06/03/social-games-even-on-conso...

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was this helpful?
Glenn Wiebe
Posted on 7/10/2008 1:24pm

Gaming resources

We've been working with ways to use gaming platforms in the classroom for about a year and half. Like those in the article, I'm convinced they can be appropriate and useful instructional tools.

Trying to put some resources together at Social Studies Central. These might be useful:
Video Games in Education
Online Interactive Simulations
Having Fun Is a Good Thing: Video Games in Education

glennw

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Marlon A. Uson
Posted on 7/10/2008 7:41pm

Gaming in Physics

I tried gaming to teach Physics in Philippine High School twice (Gunbounbound to teach Projectile Motion and Game Magnet in magnetism).. I did those two years ago. I stop trying this kind of activity with the students because I find it hard to look for online games that have physics concepts in it (and that Philippine High Schools often don't have budgets to purchase softwares for our teachings).

Please suggest sites and the likes (gaming in physics) that I could use...

Thanks, people!

^_^

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jason
Posted on 7/21/2008 2:31pm

Thanks for those links!

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Marlon A. Uson
Posted on 7/30/2008 6:59pm

Thanks!

^_^

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Paige Shields
Posted on 12/03/2008 10:44am

Wii Educational Games

The Wii and the DS are great affordable tools for all classrooms to try and incorporate into their curriculum. Checkout http://www.arcademicskillbuilders.com/ . They have several on-line educational games that seem appropriate for grades 2nd-5th, and they have made a few of them playable on the Wii.

We have used this at our private learning center, and the kids love it. Best of all, we notice that kids who are struggling with a subject seem to try a little bit harder when they approach problems on the Wii.

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Kandy
Posted on 12/04/2008 11:01am

physics

Have you tried "Line Rider" from Itunes?

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