During my search for resources while teaching year 7 about the art of persuasion, I came across the following article:
I thought that playing a relevant game in class would be a great way to incorporate ICT and engagement while students learn about the nuances of the art of persuasion.
In my lesson, I planned for students to play The Republia Times in class, which looked at bias, the ways in which the media shapes public opinion and how persuasion is as much about what is left out as it is about what is mentioned. As I was able to access and play the game on the school Internet network, I assumed students would be able to do so as well.
Unfortunately, however, after I raised some questions for students to think about while playing the game, demonstrated how to play using the projector and gave students the link, they were unable to open the game as it was blocked. Apparently teachers have more privileged internet access which was why I had been able to open it.
I told the students to play the game for homework instead and we moved on with the lesson. I was very disappointed though that we were unable to play the game in class, especially as I had introduced the activity with great enthusiasm to the students.
It is a shame that an educational game had been blocked by the department, especially since games-based learning is emerging as a great way to engage students with problem-solving and challenges that require higher-order thinking skills. There has also been emerging discussion into how games might be used as an assessment tool in the future.