Enthusiasts argue that children learn many
important skills through gameplay, and, hence that computer games will make
formal learning more pleasurable, motivating and effective (Mitchell &
Savill-Smith, 2004). Sceptics tend to argue that computer games might have
negative effects on people’s attitudes and behavior (Anderson & Dill, 2000;
Walsh, Gentile, Gieske, Walsh & Chasko, 2004).
I think that no matter what the
issue you will always see two different sides and this issue is not an
exception. I think that when the subject
of using video games in school is spoke of in general terms the reaction ,ma be
that they are of no use and just a method of a fun activity however when the
subject is discussed in more depth the results are much different. I think that as research continues to
investigate the effect of gaming on learning as well as how students learn the
use of virtual games will become more accepted.
Video games have received much media attention as to the effects of
violent games on behavior but not much media attention has been devoted to the
positive learning aspects which again I believe will change as more research is
conducted. I think that as new teachers
enter the field and are spokespersons for the inclusion of games in instruction
more educators will be willing to explore the use of gaming in their teaching.
It is problematic to treat what children learn
by playing, say, SimCity as a generic set of skills independent of the contexts
where the knowledge that they learn is supposed to be invoked. As such,
children might learn important things about urban planning by playing SimCity,
but they might also learn that people can easily be manipulated. As such,
whether SimCity actually is beneficial or harmful in terms of learning depends
on how it is used, for what purposes it is used and how this use is embedded in
meaningful practices.
I think that when we look at the benefits
of a game it is easy to connect games to certain skills but this limits the possibilities. Games like the Sims may show the concept of
urban planning but also a chance for students to try out different behaviors
and to decide what actions work and what action did not work which can be
carried into real life situations. I
think games like the Sims show the player how their choices have reactions and
how to manage life tasks. I agree that
with all games it is how they are used and what learning outcome has been
developed. When a game is played without
careful planning and objectives developed how learning can be assessed.
I believe that we as educational researchers can
provide more realistic accounts of what computer gaming is about, how computer
games might be used in order to facilitate learning in schools, and what, in
fact, people learn when engaged in activities of computer game play
I think we are see more and more
research about computer gaming and this field will continue to grow. From the research more commercial products
will be designed because new products for profit are always on the horizon. I also think that you will see more projects
like MIT’S Scratch project to aid the classroom teacher in ways to incorporate
gaming into the classroom. I think
research will show that student engagement increases as technology is used more
in education because they have grown up in a digital world. The students are used to using these
technologies to solve many problems in their daily lives and the addition of
technology in the classroom is very natural to them and accepted.
Learning to Play or Playing to Learn - A Critical Account
of the Models of Communication Informing Educational Research on Computer
Gameplay by Hans Christian
Arnseth
I like your quote about whether a game is educational or not depends on the learning goals. A game, any game can be a learning tool if the teacher has a clear purpose and understanding of how to use the game to promote the kinds of learning we want to see in schools!
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