Wednesday, 27 November 2013

Can video games have a positive impact on the modern day learning enviroment ?

Chapter: 1

Play confronts problem solving in a methodical fashion that is placed in the region of progression. Sociologists and anthropologists have tended to treat play as a human activity, in which they analyse the principal characteristics observed in the age of the player (Caillois1961).  I was introduced to my first computer based education game at an early age. ‘Logical Journey of the Zoombinis’. This numeracy based activity was one of my first tastes of the crossovers between education and video games and a great way of learning Math. The bursts of animation and interaction made the new learning experience fun and immersive, however video games have come a long way since then. The player is now capable of making more of the experience, with increasingly smart artificial intelligence and jaw dropping aesthetics. If the education system is to acknowledge the teaching of the next generation today, it is crucial to focus on progressive learning.  I feel the current education system doesn’t do its best to provide a solid interactive environment with learning potential. I want to investigate how well current video games are teaching, and the controversy between the benefits and cons of digital game based learning.
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My reason for choosing this subject is largely based on my own vast interest in teaching. During my higher education specifically, I have found myself more interested than ever to make this a possible career path for the future.  The build of both education and video games working as one, to make a new progressive academic system, is one that excites me greatly. Video games are a relatively new media tool. In a rapidly growing technological environment I feel it’s essential that today’s education system keeps up with technological development, additionally, creating a more engaging learning environment.
Can video games be an overlooked asset to the education system and be a vast untapped source of educational profit? Or are they detrimental to the educational learning environment? Within this essay I will find a series of arguments and counter arguments to come up with a personal opinion on the educational theory within video games. I will not be looking into the health related issues within gaming.
There appears to be an ever growing gap between educational games and games you play for fun, the genres seem to have been segregated and hardly ever seem to co – inside. The issue here is that they both loose something from this. Educational games usually cease to be fun, while the supposed fun games, and give up the opportunity to educate the audience. This raises the point of tangential learning, this is a system where you are not taught directly, and rather you are exposed to inherent learning within the game.
Simulation
The definition of simulation is the mimicry of an operation that happens in the real world. In order for simulation to be affective you need to gather a model of the basic characteristics of what you are trying to mimic. These key points are vital in making the simulation feel as real as possible. The replica model showcases the system itself whereas the simulation will represent the operation over time. The Simulation is used in many ways in the working and learning world, to show eventual real effects of certain alternate conditions.
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Quest Atlantis is simulation software developed by researchers at Indiana University that has been designed for children from the age of 9 – 15. This game inherits creativity and personal expression, which shares a 3D multipurpose environment in which the players can investigate large scale in game issues. (e.g., Unity, Ecology, culture and health) Quest Atlantis encourages students to meet global issues such as saving parks from environmental disasters or investigate a problem and make a news article for a local paper. The game creates an entire world for the students to roam around in, where there actions have a significant impact on the world and where they can reflect on the consequences of their work. I feel that this game gives a substantial combination of academic subjects which is combined with meaningful educational play. Donna Stevens states (“I’ve had the unique pleasure of having used Quest Atlantis with students in a classroom, having used it in as part of a graduate class in Learning Science, and now, as a member of the Quest Atlantis team, and so I know first-hand of the power and pleasure of using this learning environment”). ARX have made a good effort at understanding the challenges of using new forms of media within education and have managed to successfully make an educational engaging game.
(Wolf Den)
Video games often lend themselves to be implemented as unique learning tools because of their prevailing methods. They can strongly convey stories they are capable of becoming more accessible for the education community to step in and create a problem based learning environment. The wolf den is an environment created by the North Carolina State University’s College of education. The students that were admitted to the Wolf Den program were instructed to test water samples through micro scopes in the virtual classroom. One of the amazing results of these virtual learning environments is its ability to eradicate social anxiety and promote class team work and positive attitudes. This virtual learning world creates an element of freedom, a sense of un-halted possibilities, not only can it help academics work together in a team, but provides a safe learning environment to learn in. The students exposed to Wolf den had very positive attitudes toward the delivery method and the interactions within the virtual learning environments (Annette, Murray, Gull-Laird, Bohr, and Park, 2006)

Tangential Learning
For example, (Rome Total War 2) a turn based strategy game set in the height of Rome’s conquest of Europe. This game has not set out to be an educational game however has the pre – requisites for tangential learning,  by having the real world map and historically accurate unit names which the player automatically memorise as it matters to them in game. The point is being able to excite the audience enough to make them go and further research the subject within the game, which in this case would be the vast number of playable cultures. L.Brozak (1981) cited from Brookfield (1983) at the ‘direct encounter with the phenomena being studied rather than merely thinking about the encounter, or only considering the possibility of doing something about it’.
In game indexes have proven incredibly useful for tangential learning, what’s to stop historical games attaching wiki’s that link history to the game. Games should provide the possibility to take something from the games and into our lives after committing hours of play.


What delivers more to a child, traditional or game based learning?
This section will consist of studies into traditional methods of teaching, as well as game based learning. I will compare the findings from both sides and cross reference each example.







The Cons of Educational games.
(Cons)
The majority of the bad publicity video games get are in conjunction to violent video games and video games addictive properties. The thoughts behind this are that the kids that play violent video games over long periods of time become more violent themselves and will go and re-engineer what they have done in the virtual world. ‘Children who play more violent video games are more likely to have increased aggressive thoughts feeling, and behaviours, and decreased pro social helping, according to a scientific study’ (Anderson and Bushman, 2001). Within many games the player is rewarded for such violence, this might be okay for the older generation but as for a younger still developing mind the repetition of this can affect learning behaviour. The Columbine and Newport massacres have been heavily pinned on the fact that these children were playing a lot of violent video games, however on the contrary; better gun laws should be put in place by these states. In addition to much
The Pros of Educational games.
The Huffington Post seizes upon recent comments by Barack Obama to survey the educational potential of videogames. Consider the following as ample evidence for means that video games can enhance education in an efficient manner. Learning through play is something we adopt at a very early age.  Much of this current software is not structured towards school curriculum, and usually runs on its own educational tangent. However the possibilities for cohesion between the game developers and teachers could bring some very exceptional outcomes.
Conclusion

Despite the clear findings about the untapped resources of education within video games the media seems only to focus on the detrimental properties of games. The media big’s up these hit stories of video game addiction and “Killer games” that are destroying our youth’s lives. In comparison there are very few trending articles on the compelling platforms that video games are able to create when combined with good interactive design properties. I hope that in the future the people will realise the cries for help from the younger technology fluent generation. In order to make this happen people must start to move with the times, as technological headway is only due to speed up, we will perhaps only find ourselves falling further behind in pushing for next generation educational systems.

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