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For many teacher's (myself included), a question being asked is, how can video games enable learning.
The information in Daniel Floyd's Video Games and Learning can help. It describes how video games have a huge advantage because the enthusiasm is there and we care about what we are doing when we play games, which ultimately, as Daniel describes, leads to tangential learning. The video game, Deus Ex (mentioned in James Gee's books), is an example of how this concept works.
You may ask, what does this mean? In a humorous and entertaining way, Daniel describes it as, what you learn by being exposed to things in a context in which you are already engaged in. Have you ever played a video game and gone away and wanted to learn more about that topic? Daniel uses an example, whereby Role Playing Game fans, whom had never been to a temple, now know what a Sephiroth is, as the Final Fantasy game named a character after it. I immediately went and looked it up. In addition, many of the comments left on Daniel's page where about people who had done exactly the same. Hence, tangential learning!
He then goes on to mention how video game designers could enable learning by making available a source of information, such as Wikipedia, whereby the links can be implemented into any game. An example, which could be used in the classroom, is Civilization, which provides a huge quantity of information about ancient structures and leaders via its Civilopedia (Civilization IV). But, like all information, we do have to be careful about distinguishing what is truth and what is fiction.
I believe, and as Daniel also suggests, we should be pressuring game companies and designers to go a little further than just providing entertainment and focus on them adding accurate facts and data to their world. By doing this we'll not only end up with a better game, but a better experience as well.
For other videos in this series, please see Talking About These.
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Sunday, October 17, 2010
Video Games and Learning - Daniel Floyd
For many teacher's (myself included), a question being asked is, how can video games enable learning.
The information in Daniel Floyd's Video Games and Learning can help. It describes how video games have a huge advantage because the enthusiasm is there and we care about what we are doing when we play games, which ultimately, as Daniel describes, leads to tangential learning. The video game, Deus Ex (mentioned in James Gee's books), is an example of how this concept works.
You may ask, what does this mean? In a humorous and entertaining way, Daniel describes it as, what you learn by being exposed to things in a context in which you are already engaged in. Have you ever played a video game and gone away and wanted to learn more about that topic? Daniel uses an example, whereby Role Playing Game fans, whom had never been to a temple, now know what a Sephiroth is, as the Final Fantasy game named a character after it. I immediately went and looked it up. In addition, many of the comments left on Daniel's page where about people who had done exactly the same. Hence, tangential learning!
He then goes on to mention how video game designers could enable learning by making available a source of information, such as Wikipedia, whereby the links can be implemented into any game. An example, which could be used in the classroom, is Civilization, which provides a huge quantity of information about ancient structures and leaders via its Civilopedia (Civilization IV). But, like all information, we do have to be careful about distinguishing what is truth and what is fiction.
I believe, and as Daniel also suggests, we should be pressuring game companies and designers to go a little further than just providing entertainment and focus on them adding accurate facts and data to their world. By doing this we'll not only end up with a better game, but a better experience as well.
For other videos in this series, please see Talking About These.
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1 comments:
Floyd's whole notion of tangenial learning is really interesting. That whole idea of being exposed to something which then causes some to self learn is so true. I can remember many times, like the example he gives of the movie 300, when I walked away from a movie interested in some aspect of history which I then researched and investigated further. I believe that is a really important aspect of learning, despite the fact I probably didn't realise I was doing this at the time.
I agree with the idea presented in regards to the divide between COTS and Edutainment, that rather than present games to students that educate, games that more facilitate learning need to be implemented to help bridge the gap. Games specifically designed for learning do have that stigma of being irrelevant and non-engaging, while commercial 'fun games' are still often seen as just entertainment. To find a happy medium would really influence the way video games can be used within the classroom.
It is good to see that places like the Joan Ganz Cooney Center are currently trying to do this. They are pairing education specialists with games specialists in the hope of producing fun and relevant commercial type games with intended learning opportunities embedded within them. I think if researchers can master this the potential that video games can have to facilitate and enhance learning will only increase.
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