http://booksonline.iospress.com/Content/View.aspx?piid=2408
This article offers a synopsis of 18 research projects that look at the use of computer games in instructional situations. Everything from education, psychology, computer design, gaming, etc, are brought together to find new ways to make educational technology effective.
To this point, I've been focused on video use in the classroom to aide instruction. In searching through the research, I found this article on the use of gaming in education and thought it gave new aspects to technology use in the classroom. I, myself, have not really enjoyed gaming on computers, but that may be my age showing! I wanted to open up my eyes to additional possibilities.
Of particular interest to me were the reviews of the research reports on "Motivation and Learning". Beginning indications report that having a relationship between the tutor and the student is important. Building in motivation and hedonic enjoyment for the student are important areas for further research. Another aspect of the research was in studying the gaming use of 3 different generations of users. One new aspect I hadn't been aware of is the all encompassing environment of the game experience and all the research being done to shape them for educational use. One concern I have is that there isn't communication going on between students or student and teacher in the gaming environment. I would question the use of gaming for any great length of time for young students because I believe research shows that students 3 - 10 years of age really need the real 3-D experience of live relationships. For older students I can see how gaming could really suit their needs for motivation and learning.
Reference
Pivec, Maja, Affective and Emotional Aspects of Human-Computer Interaction - Game-Based and Innovative Learning Approaches, The Future of Learning,Volume 1, 2006, Retrieved April 9, 2009.
Tuesday, April 7, 2009
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Hi Pam;
ReplyDeleteI really enjoyed the article. I've never liked gaming on the computer either and worry about children sitting in front of the computer screen for hours playing games.
However, I think digital games and simulations could be a good learning tool for online classes. One of my colleagues at SFC is considering using Second Life (a virtual world simulation program)as a virtual classroom in her online classes. Our students don't like online classes and more and more of our classes are going online. My colleague is trying to think of a way to bridge the gap between students and teachers in the online environment.
In Second Life she could set up a virtual classroom and students would meet online at a certain time just like a face to face class. This scenario would promote student and teacher interaction which is such an important part of the learning process.
Pam, you should take a look at Second Life. I created an account a few days ago and my virtual world name is Mimi Oompa! I think I am too old for this...
Mary, thanks for the info on using Second Life! You're so funny about "I'm too old for this", but that's my reaction, too! I have been considering checking into Second Life and I'll look up Mimi Oompa! I think creating the name will be the most fun! pam
ReplyDeletePam,
ReplyDeleteI agree with you that there is some limit to how games should be used in the classroom. There are plenty of quality games out there that can supplement instruction, but not become the instruction. Like you said, this may be especially true with younger students. That being said, it's amazing that we're talking about empathy toward simulated experiences and characters. Things have come a long way since Pac-Man. I feel like games are a type of media we don't consider very often but it may not be that way much longer.
Joe