Professional Documents
Culture Documents
which small group games are used to help students develop the physical and cognitive skills
necessary to eventually be able to participate and take part in the actual sports game itself. Ellen
Singleton (2009) describes how this works in practice, A typical games class utilizing this
teaching approach would have students begin by playing a modified or small-group game
designed to help students focus their attention on a specific skill and/or tactic associated with the
game category they are exploring in that class. A short discussion designed by the instructor to
enable students to explore solutions to the physical (skill) and cognitive (tactical/strategic)
problems presented in the initial game is followed by drills enabling students to practice the
skills they have identified as necessary to help them complete the physical and tactical
challenges of the game. That is, if the problem presented in an initial invasion-type game is to
maintain control of the ball or puck as players move into a scoring position in the opponents
territory, then students usually identify various forms of passing as a reasonable solution. A
variety of drills focused on passing enable students to refine skills and practice tactical
manoeuvres away from the high-speed demands of the game. Following specific-skill practice,
students return to the original game (or to a more challenging version) and to immediate
opportunities to put their learning and practice into play. (p. 333).
Singleton also explains that, The basis of the pedagogical approach in TGfU is to
encourage students to solve problems by utilizing previous experience as they engage in games
understanding, decision making, and problem solving (332). Singleton argues that a
There are also some challenges to teachers when using this model. Because TGfU is less
predictable, teaching using this method is more of a challenge; but the outcomes of games are
also unpredictable (334). To combat this Singleton encourages teachers to have a deep
knowledge of the structures and strategies of a given game (334). Singleton also states that the
objectives of a game based approach is not to lead students to a predetermined end but to
facilitate students in gaining deeper and more complex understandings about the topic at hand
(334).
The Alberta Social Studies Program of Studies mandates that In social studies, students
acquire and develop thinking strategies that assist them in making connections to prior
knowledge, in assimilating new information and in applying learning to new contexts (8). The
Dimensions of Thinking which are outline include, Critical Thinking, Creative Thinking,
Historical Thinking, Geographic Thinking, Decision Making and Problem Solving and
address are:
how can teachers apply TGfU in their social studies classrooms? And to what extent is TGfU an
To address this question I have put together a resource for teachers in which they can search,
based on the grade levels, games that would be relevant to the knowledge and skills they wish to
To what extent is TGfU an effective teaching model in the social studies classroom?
Karl M. Kapp, a professor at Bloomsburg University, uses the term gamification to describe the
use of game mechanics to make learning and instruction more fun (pg xxi). He states, Games
give experiences meaning, they provide a set of boundaries within a safe environment to explore,
think and try things out (xxi). His research proves that gamification can help with numerous
skills including; improving hand-eye coordination, solving problems, teaching higher order skills,
thinking the unthinkable, thinking like your opponent, engaging players in a live classroom,
influencing pro-social behaviour, testing knowledge and performance, and even helping people
lose weight. Many of these benefits are encouraged and/or mandated outcomes for Alberta social
studies teachers.
John Pagnotti and William B. Russell III (2012), from the University of Central Florida,
found that in social studies video games allowed students to become exposed to content in situated
contexts, learn by actively doing for the sake of doing so, internalize information readily, [and]
solve complex problems in nonprescribed ways (40). Pagnotti and Russell analyzed the video
game Civilization IV and connected it to the standards specific to the National Council for the
Social Studies. One of the standards the game met was Time, continuity and change. Time,
continuity and change is also part of the Alberta Social Studies Program of Studies. During the
field test of this game one teacher observed, I have never had students this focused on learning
history (44). The teacher also noticed that not only were the students engaged and motivated but
they demonstrated very few behavioural issues. Pagnotti and Russell also encouraged higher-order
thinking by having students discuss the lesson guiding questions with reference to their video
games. These discussions allowed students to deliberate and they found that students were
developing sophisticated arguments with regards to the lesson questions. The discussions
throughout the implementation were lively, engaging, and captivated students attention Students
were genuinely interested in trying to work together to accomplish common tasks and put forth
Brad Maguth, Jonathan List, and Matthew Wunderle (2015) have also found that, used in
social studies, video games require students to problem solve, be adaptable, and apply and
demonstrate their learning through play (33) They echo the theories of sociocultural theorists
like Vygotsky and Piaget [who] view play as a significant mechanism to learn rules, to experiment
with identify, to learn from the consequences of actions, and to help youth make sense of their
world (33). In their paper Maguth, List, and Wunderle provide research which states that video
games can help increase student interest in social studies, can improve memory, reasoning and
multitasking, and can also help younger students with vocabulary acquisition.
The research proves that the benefits to using all sorts of games in social studies are
numerous. The number one benefit that all the research points out, and that I can also attest to from
my own experience teaching, is that games promote engagement for students. Students may also
have the opportunity to develop other skills outlined in the Alberta Program of Studies depending
on the game being used. Many games promote problem solving, making connections, and working
together. Games, especially video games, may also provide the opportunity for students to apply
the skills and knowledge that they have gained from your teaching. This can help students to
understand the purpose for learning a certain subject or concept. When students know their why,
it can give them further direction and motivation for their learning.
Resources
Alberta Education. (2005). Alberta Programs of Study: Social Studies Kindergarten to grade 12.
Kapp, K. M. (2012). The Gamification of Learning and Instruction. San Francisco: Pfeiffer.
Maguth, B., List, J., & Wunderle, M. (2015). Teaching Social Studies with Video Games. The
Pagnotti, J. & Russell III, W.B. (2012). Using Civilization IV to Engage Students in World
education curriculum and teaching games for understanding. Curriculum Inquiry, 39 (2),
321-342.