For several decades, video games have been cast aside as detractors of student learning in the classroom. According to the research done by Mifsud, Vella, and Camilleri (2013), there is yet still an abundance of research that needs to be conducted, in order to determine the usefulness of video game application in schools. This research synthesis collects data on several different viewpoints and uses of video games in regards to complementing student engagement and learning. The research of James Gee (2005), hypothesized that good video games use good learning principles, of which there are a several. These learning principles include identity, interaction, production, risk-taking, challenge and consolidation, and system thinking. The specific descriptions of each principle will be dissected throughout this synthesis.
Video Game Literacy
Literacy in the classroom setting is often paired only with reading and writing; script literacy. Video games are not commonly associated as a beneficial strategy, in
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As stated earlier, there are several good learning principles that video games teach, which in turn complements learning. Video games allow students to explore roles and environments that would be otherwise impossible in a real-world setting. This principle is identity. Students learn a new domain by first experiencing/playing a new identity (Gee, 2005). In this identity, whether it is one created by students or a pre-created one that they take on, students observe value and work in the world, the way that their new identity does. In these games, students have the freedom to make alterations to the environments that they are in. Also, there are exposures to different time periods and extraordinary events. Reflection based on this data, reveals significant usage opportunities in subjects like social studies; timelines, time periods,
In today’s society video games have a large influence on people. We also might be driven to the point of where we are dependent on them. In fact, being so engulfed in video games could help children become more focused.In fact, parents would probably disagree and say that video games wouldn’t be essential to learning because it would probably be considered a waste of time for children and time-consuming. Parents would also disagree with the content of what is in the game, but there is a great possibility that video games could actually make us smarter. Steven Johnson explains that the games we are used to playing can improve our visual intelligence and that it would be good to learn new strategies through gaming. Video games should be an
Some of the first video games ever made like Pac Man, Mario Bros.,Sonic the Hedgehog and Street Fighter never helped someone learn their ABC’s and 123’s which caused video games to develop a bad name like it’s “rotting kids’ brains” or distract them from more important studies but over time things change and become better and based off this website it says that “A number of recent studies have indicated that video games, even violent ones, can help kids develop essential emotional and intellectual skills that support academic achievement. These findings led many innovative teachers around the globe to recognize the benefits of gaming and include game-based learning in their curricula. However, it’s not just in-school gaming that reaps benefits. New research shows that all gaming can be positive.”
Everyone enjoys the sweet taste of victory and the feeling of accomplishing a goal, especially in a video game. However, video games are not just about winning. Video games are a good method to enhance our educational experience and create a career pathway for us to take. By creating a video game course within schools around the world, we are able to create a whole new generation and future that incorporates the advanced technology that is constantly improving.
They’re learning to learn.” (Gee, 399) Gee might be correct that there is potential to learn through video gaming, however, it is more the content of these games that should be held up to scrutiny. Specifically, the depth of violence and unrealistic virtual worlds involved in many of these games should indeed hold cause for concern. There are no long term studies to draw from telling us that video gaming is either a good or bad thing. But we do have common sense to draw from and we should consider what is known to date from both ends of the spectrum. The popular television show Dr. Phil recently aired an episode when a young man was so addicted to video gaming that it overtook his life. He no longer ate, showered or brushed his teeth and only slept when it physically overtook him. He mentally transformed himself into the video game, ignoring everything else. While this may be only one case, it should not be ignored. When considering the theories both Carr and Gee present, both essays are alarming and brings one not only to the conclusion that education is definitely in crisis in this country, but if were intending on video games to fill some kind of educational void, we are likely a country in
During Jane McGonagall’s 2010 TED Talk video “Gaming can make a better world”, she states “the average young person today in a country with a strong gamer culture will have spent ten thousand hours gaming by age 21”. Such numbers alone should pique the interest of every educator in our country. Young people today spend the same amount of time learning at school as they spend gaming (TED Talk, 2010). Many people view video games as fun, exciting, and adventurous outlets where they can escape reality and be creative innovators. As educators, we want our classrooms to accomplish similar outcomes. We want learning to be fun, exciting, and adventurous. We want our learners to be creative, critical-thinking innovators who strive to change the world. This brief dissertation will evaluate the influences gamification can have on teaching and learning, the science behind learner motivation and its connection with gamification, analyze how gamifying supports differentiated ways to teach and learn, and discuss how technologies and gamification are being used to enhance teaching and learning.
The U.S. public education system has been a controversial topic for many years; by virtue of budget cuts, overcrowding, and lack of innovation which negatively impacted the effectiveness of schools. According to a report by Education Week, “29 nations and other jurisdictions outperformed the United States [in mathematics] by a statistically significant margin (Heitin). Coupled with the 19th and 22nd ranking of literacy and science respectively, it is evident students are not receiving a quality education (Heitin). In conclusion, a reform is necessary for the U.S. to remain prevalent in tomorrow 's economy. To resolve the problem and secure economic prosperity for upcoming generations, a reform needs to reconcile the relationship between schools and students. Some of the reasons students dislike school are that it revolves around the prospect of failure, not gaining knowledge, or solving problems (Erik Martin). Therefore, this method is not very effective as the extrinsic motivation it relies on, demotivates [students] in the long term (Egenfeldt-Nielsen et al). Many educators have played around with the idea of using video games in the classroom; as students love to play these simulations where one must learn the game and fail, in order to succeed. Even though they are usually viewed as an expensive entertainment medium, recent technological advancements in hardware capabilities have resulted in better and more immersive gameplay and have lowered the cost of each unit which
He shows how video games enhance creativity, community, problem-solving skills, and self-expression. By engaging players in simulated worlds, video games expand their minds and their imagination. Rather than using the linear approach, players learn to play a video game and master the various levels through a creative problem-solving approach based on the scientific method of hypothesis, experiment and analysis. Video games entertain and educate on a level beyond any other medium by allowing the player to be actively engaged and interact with various aspects of the game environment. Through amplifying the power of human imagination rather than denigrate society, video games benefit and enhance
Their education is important. Education is what gives them the foundation for which to explore, progress, and even conquer the world around them. Giving children the best opportunities by using the best tools to equip them is vital to their overall success. The tools we used before are often outdated and no longer relevant. Video games can replace those old techniques that have aged poorly. Video games can be the new tool to be used by students and teachers to best equip students for the world they will face today’s world. Josh Kenworthy reports on stories where students describing our schools like prisons. More and more students find themselves trapped within in school, feeling like prisoners. Video games, not only can be used by teachers to learn the best way to interact with and teach their students, but also can be a way for students to find some joy in school, while still benefiting the student. This will help remove the prison-like feel from schools. Teaching children to love learning comes through many aspects. Change within our education system is needed, and video games should be seriously considered as that change. Often, Video games can teach children important life skills while still holding their attention. Overall, video games have the potential to radically and positively change both the way teachers teach and how students
Both Alicia Ault and the Banbury Guardian’s articles agree with each other that video games are not damaging to children’s well-being, but they can actually be healthy and improve children’s learning abilities in addition to building cooperative and communication skills. The article “Video Games and Learning” talks about how popular the use of video games for learning has become. It also talks about how gender stereotypes discourage girls from playing video games which may have some consequences for education because of the popularity with them in schools. Alicia Ault, a freelance journalist with a BA in history, writes that “well-designed games can impact learning through play alone … [games] are especially good at motivation due
In recent years there have been plenty of cases of music, people, games, etc, being used as scapegoats so authorities can jump to conclusions about violent events and blame these as the main reason for such an event to take place. To give people an answer that may not even have any supporting evidence. Nowadays violence in video games is up to the level of killing people as the norm with many popular titles having this apart of the game. In many games that is the one of the main features that add together to create the game. Some game titles that include violence and killing are ‘Call of Duty,’ ‘Halo,’ ‘Grand Theft Auto,’ ‘Mass Effect,’ ‘Battlefield,’ ‘Counterstrike: Global Offensive,’ and ‘Doom.’ All of these games main storylines include the need to attack and kill to progress forward (Mainly with guns). But does this create a bad effect on people? Is this making people more likely to be violent? Even kill in real life? This is the particular ethical issue that violence in video games is having. The argument to prove if video games are really a cause of anger and if they cause a more aggressive and again violent person just by playing. In the world there are over 1.2 billion people that play video games, which is about 44% of the online population (comScore data cited by Spil Games). With majority of games including some form of violence, ranging from being very gentle lego fights to full on gore and guts in 18+
Video games can be very helpful in school. Although they have a reputation for being “brainwashing” and distracting, they actually teach the players more than you think. Contrary to popular belief, video games are educational and should be included in schools and other forms of education.
Preview: Today, I will discuss why video games should be part of a class curriculum, and how it benefits students struggling academically.
Current education systems are failing to give learning material to students in a way that they understand. Most students don’t care about their education because they think it’s boring and unnecessary. Students feel if the homework or lesson is too hard they won’t give it their best work. We should use video games as a new source of teaching. Students can benefit from video games because it’s a fun interactive way of learning, improves a student 's thinking ability, and increases participation.
Video games are and interactive environment with a low cost and absolutely no risk. Games allow the gamer to have an active role in creating to the fullest extent (Video games act as educational tools). Games are worlds in which anything can be done, and the player is exposed to creativity with no limitations. When this creativity is exposed over and over, the creativity becomes stronger. Even very violent games like Grand Theft Auto 3, have educational background to them, this game allows the player to determine what type of person he will become. Gee goes on to say that “everybody plays that game (Grand Theft Auto 3) differently, they’re getting to explore identities, values, and ideologies.” (Video games act as educational tools). Also historical games such as Medal of Honor and Battlefield 1942, involve players into battles that happened in World War 2. I have learned about many battles while playing these games. I realize after playing, what type of climate the solders endured, what they fought against, and what was need to be done in order to win. These games give an accurate portrait of what the battle may have looked like, including bullets, expulsions, and historically accurate vehicles. Games like these show the students what they are actually learning. Also when the students tend to want to learn more about a particular battle, and remember information easily. Some other video games, such as
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).