Showing posts with label Video Games; Instruction; educating innovatively. Show all posts
Showing posts with label Video Games; Instruction; educating innovatively. Show all posts

Video Games for Learning? Why Not?

Editor's Note: This post was originally posted on career advice expert, Penelope Trunk's Homeschooling blog. If you'd rather read it (and the comments) there, go here.  

The Atari-generation often defaults to an automatic mindset that books are for learning and games are for play. However, many have no accurate frame of reference. The types of games kids are learning with today, were not available to them when they were children. At their most basic level video games are similar to books. Books can be anything—trashy novels, historical fiction, non-fiction, textbooks, classic literature—each type with varying potential for learning. Likewise, today's video games offer different purposes and varying levels of usefulness when it comes to learning. Adults should focus on the type of learning they want to support in young people, and then consider if games are a good tool for that.

Here are some of the more popular types of games students use for learning today:


Drill and Kill
This is a rote memory type “game” that isn't fun for much anyone for too long. If given the choice, most young people would choose a drill and kill game, like those offered at Mangahigh, over a worksheet, but that doesn’t mean they’d like it. For instance Study Island is a drill and kill test prep program and more than 40,000 students came together to unite and discuss how much they hate this learning platform with an “I Hate Study Island” page on Facebook. (Note: the original page was taken down. The new one is here with more than 3500 members and growing.) Drill and kill is a game format is generally tolerated better than an old fashioned worksheet, but in the end it’s still drill and kill.

Health and Fitness
You may not have access to a boxing ring, running track, personal trainer, or fancy equipment, but with the new motion sensitive games available for play at home, all that has changed. There has been an explosion of games in the health and fitness market like UFC Personal Trainer from Xbox Kinect and Nintendo’s Wii Fit. These games deliver personal trainers and professional athletes right into our living rooms, offering tremendous value to players as they monitor their motions and expert avatars offer corrective advice. Player fitness data is stored and available for analysis to measure fitness gains.

Simulation
If given the choice to learn about Roman history by reading, watching, discussing, or being a citizen of the Roman Empire, which would you choose? With simulation games you are no longer a passive recipient of information. You are an active member of a meaning-making experience where you have been transported to an alternate time, place, or reality.  Simulation games hold perhaps the biggest promise for video game-based learning. Players are completely immersed in their environment and develop a complex understanding of the topic at hand.

“I don’t want to study Rome in high school.
Heck, I build Rome every day in my online game (Caesar III).”
– Colin, Age 16

There are simulation games such as Roller Coaster Tycoon which gives players a sense of what it takes to run a large business, or SimCity where players can develop a deep understanding of city planning and infrastructure. Educators are catching on to this too. The Future City competition gives young people an opportunity to do the things that engineers do—identify problems; brainstorm ideas; design solutions; test, retest and build; and share their results, all within the SimCity gaming environment.

MMORPGs 
Maybe the most exciting game type for learning today is Massively Multiplayer OnlineRole Playing Games.

Teachers like Peggy Sheehy are learning alongside her secondary students through World of Warcraft. World of Warcraft in School began as part of an after school program for at-risk secondary students to explore reading, writing, arithmetic, digital citizenship, and online safety. After having great success in the first year’s implementation it is now also being used as a fully-developed, standards-aligned language arts course. You can find all curriculum materials here.

Joel Levin joins his primary school students on learning adventures with Minecraft, a game which lends itself easily to science, technology, engineering, and math explorations. Language teachers are using Minecraft to help students strengthen communication skills, civics teachers are using it with students to explore how societies function, and history teachers are having their students recreate ancient civilizations.


The Decision
Of course there is such a thing as too much gaming; it would be just as unhealthy to go for days on end without proper food or exercise while studying as it would to do so playing World of Warcraft.

But which would be a more interesting way to learn?

Traditional Learning: Read the chapter and answer the questions at the end.

Game-based Learning: Create your own heroes…battles…encounter…fly.. explore.. take on your friends… master… amass..build… perform…
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Preparing for Life with Real World Simulations

Guest post by Mike Kramlich

I
nnovation in education is about doing things better.

And it starts with imagination.


Imagine an education resource that lets you live out a life in someone else’s shoes. 


Imagine being able to experiment with different choices, see their consequences, and learn how it affects others. Imagine if there was a simple way to learn how to better set goals, achieve your dreams, consider a fuller set of opportunities and consequences in typical daily life situations, and gain the ability to “think six moves ahead” on the chessboard of life. Imagine if the purpose of all of this was to better learn how to live a happy and healthy life, how to raise a better family, be a better friend, a better community member, a better employee and business partner, how to be a better human being and contribute to a better society both politically and economically and ethically.



Imagine all the above and more in the form of interactive software that is web-based and able to be accessed anytime, anywhere, on any device whenever you happen to have the time and energy and interest. Imagine your children being able to play with it and learn from it. Your students. Your employees. Perhaps job applicants. A potential business partner or entrepreneur you’d like to invest in. Anyone seeking a new and potentially more effective way to be educated or assessed or both.


Imagine that instead of focusing on educational goals or topics which are mere proxies for the thing we want, however noble and foundational they clearly are (math, language, and science for example), we focus on the real outcomes we want: better human beings and a better society. Teaching people how to solve real world problems that almost every human will have to face like making friends, knowing what makes you happy, how to manage money wisely, how to raise a family, how to make job-finding easier, how to turn a crisis into an opportunity and how to see opportunities everywhere. Not abstract artificial ones that very few people and professions have to actually master (examples: calculus, painting, cheerleading, literature theory.) What if there were less testing of artificial topics and narrow academic subjects and more preparation for the actual real world skills that the game of life has in store for all of us.


Well the good news is that there’s a new company that is putting this into place and they are inviting readers of the Innovative Educator blog to become early users and testers in return for feedback. Simply email your interest to groglogic+egie@gmail.com. Put “Imagine Tester” in the subject line and a sentence or so about how you could see using this with students in the body.  

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Mike is a software developer and long-time believer in education of all kinds. He is a huge STEM proponent but is also into the trunk and root system, and the leafy green things. His website is http://Synisma.com.
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NY Times Reports on How Video Games Enhance Reading and Math


I had the pleasure this week of listening to Marc Prensky during the keynote I arranged for him to join us at for our first Software Expo. Those familiar with Prensky know that among the topics he speaks about is using video games in instruction. I first read about and heard Prensky (known for coining the terms Digital Natives/Digital Immigrants) in 2001 and have felt he was on the money in many of his ways of thinking. Lately, the New York Times has agreed with the value of video games in instruction, specifically math and reading and you can read about in two of this week’s articles.

New York Region

Video Game Helps Math Students Vanquish an Archfiend: Algebra

By WINNIE HU

Published: October 8, 2008

This fall, schools in the New York area will test video game prototypes focusing on math and science.


The Future of Reading

Using Video Games as Bait to Hook Readers

By MOTOKO RICH

Published: October 6, 2008

Publishers, authors and even libraries are embracing video games to promote books to young readers.

You have read this article Video Games; Instruction; educating innovatively with the title Video Games; Instruction; educating innovatively. You can bookmark this page URL https://benncam.blogspot.com/2008/10/ny-times-reports-on-how-video-games.html. Thanks!