“The goal of education is not to increase the amount of knowledge but to create the possibilities for a child to invent and discover, to create men who are capable of doing new things” -Jean Piaget
Trying new things that one is unfamiliar with may often feel uncomfortable or challenging, but we never know what we can discover until we do so. When I was younger, I only remember video games on the computer being played during computer class. We never really had the opportunity to play with and explore them during normal class time because most of our learning was done on paper with little technology. As my learning circle began to discuss video gaming in the classroom, we discovered that a lot of current research sees many benefits of this fairly newer learning enhancer. In trying to gain more knowledge and insight to how technology and video gaming affect the classroom, I became aware that video games have the previously mentioned ability to allow children to invent and discover new things that they may be unfamiliar to, like Piaget stated.
When trying to decide on a video game, my learning circle kept into consideration Gee’s ideas that “good video games represent a technology that illuminate how the human mind works, incorporate good learning principles and have a great deal to teach us about learning in and out of schools” (22). We searched through many Early Childhood Educational websites and were looking to find a very interactive site that had games of many subject areas and concepts. We stumbled across and began to explore the popular children website PBS Kids, where we began with mathematics games because we thought those would be the most interesting. We were proven wrong, however, because many of them were drill and practice that lost our attention quickly. Upon more searching and playing, we found the game “Hamster Run” from the “Ruff Ruffman Show”, which was full of different interactive activities. This page focuses around science and engineering with different videos to watch, activities to do off the computer and finally the game.
In beginning the game, you first click an arrow that brings you to a screen where the directions and purpose of the game are discussed from the main character Ruff Ruffman. He tells us that the hamsters can not reach their food, the carrot, and you must build different structures that help lead them to the food.

Next, the player is brought to the options of Play or Create, however creating your own course is not accessible until the user has unlocked different levels beforehand. Once the player has pressed play, they are brought to a screen where they must select the level that they want to play. You must beat the levels in order so that you can move on to the following level.

Before the level begins, the student chooses the hamster they want to play with and more hamsters become unlocked as levels are beaten. The next screen shows the path the hamster needs to take to reach the carrot and Ruff instructs them to “use only the square blocks to get the hamster to the carrot”.

Once you figure out where the building blocks should go for the hamster to reach his destination, you press “Go”. When the hamster reaches the carrot, the screen gives a positive encouraging word to the player.

If the hamster does not reach the carrot, he continues to move back and forth where he is stuck and you must press undo to try again.

This game was very interactive and thought provoking for students to explore. One thing I enjoyed about it was that it allows for differentiation and creativity with the many choices the individual students are allowed to make. The game also does not just stop when the levels are beaten because it then allows students to create their own mazes for the hamster to go through. I think this game accomplished the goals of the MindShift article because it was very efficient, effective and had academic rigor so that the students are able to enjoy the game while maintaining their focus throughout playing.

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