Sunday, April 21, 2013

Gaming Trends


           We see video and online games everywhere, even in the classroom. However, I did not realize how useful games could be in education until I took this course. At the beginning of the class, I thought The Settlers had lots of benefits such as providing meaningful rewards and social connectivity. I will mention below. All the benefits I imagined gaining from playing this online game became true by playing it. I believe these educational games can provide standards-based academic content and allow students to practice 21st-century thinking skills at the same time. These games create an efficient and fun environment for learning experiments. Moreover, they allow students to build communication, collaboration, and problem-solving skills while being challenged to think in a different way. Maybe the most important feature of game-based learning is its ability to support experiential learning. Plan formulation and strategic thinking are also other good qualities acquired through playing some of these games.

To sum up the positive potential games have to enrich learning environments, I might give a long list based on our textbook title, Reality is Broken. I think there cannot be a format providing more wholehearted participation than a game-based learning environment. Students experience an increase in their own intrinsic interest in playing educational games because even if they sometimes fail, they are always leveling up without feeling discouraged for failing, unlike reality.

Moreover, game-based environments offer meaningful rewards. Jane McGonigal (2011), author of Reality is Broken, made the following observation about the game Chore Wars:

Every chore grants you a customized amount of experience points, virtual gold, treasure, avatar power ups, or points that increase your virtual skills and abilities: plus ten dexterity points for dusting without knocking anything off the shelves, for example, or plus five stamina points for taking out all three kinds of recycling. (p. 120)

 

Likewise, all my efforts were rewarded while playing The Settlers, even if I put forth very little effort. This is one of the most meaningful rewards to me.

Social connectivity is another positive quality of good games. I think gamers are more willing to help each other than in real life. Good educational games also have clear goals and actionable steps. In the game we played during the semester, most of the goals were very clear. There was a list of things to do and details about how to do them. Games also provide instant feedback, which is the opposite of traditional learning environments. The Settlers also gave me a lot of different responses. For instance, after fighting a bandit camp, I got a letter that said, “Your troops have fought a valiant battle. You can watch the replay of the battle.” It made me feel like I controlled the battle very well.

Taking a long view is another quality we can acquire from a game. McGonigal (2011) stated, “Taking a long view means working at scales far larger than we would ordinarily encounter in our day-to-day lives” (p. 297). I have experienced this situation in The Settlers. While playing the game, we needed to consider the entirety of our island in terms of increasing population, maintaining resources and materials, building up supplies, and training an army. These activities can provide students a long view for their classes.

Another good quality of a game is ecosystem thinking. I do not know if other games provide that to gamers, but ecosystem thinking is one of the main goals of The Settlers. McGonigal (2011) wrote, “A good ecosystem thinker will study and learn how to anticipate the ways in which changes to one part of an ecosystem will impact other parts” (p. 298). In The Settlers, if we do not have a balanced production of resources or materials in the game, it becomes difficult to expand our islands and level up.

The most important quality of a game is mastery. McGonigal (2011) alleged that “when we play Wow, we get blissed out by our own productivity-and it doesn’t matter the work isn’t real. The emotional rewards are real-and for gamer, that’s what matters” (p. 61). Indeed, I feel the same. I feel like I am succeeding at big things. Since I began to play The Settlers, I feel better about my chances of being successful in real life, too. I believe that playing good games gives us the hope to become successful people.

As for this week’s topic, gaming trends, I would like to talk about the video titled “TEDxKids@Brussels - Gabe Zichermann - Gamification” (TEDxYouth, 2011). In this video, the speaker mentioned that Dr. Christopher Lucas from NYU said, Games don’t teach the right kind of attentional skills-sustained, no reward, and Dr. Dimitri Christakis from UW was reported to have argued that children habituated to games may find the real world underwhelming, under stimulating. Playing a game is thought of as a leisure activity and not good for kids. However, the Zichermann said today is the first time kids, parents, and teachers agree that games are amazing. I totally agree with the speaker. Games were thought of as bad for kids earlier and were excluded from learning environments, but today games are a part of education. It is really interesting.

Thinking about a classroom in 2030, I am sure it will not be like today’s classroom. Just as iPads and Kindles are replacing textbooks, I believe classes will be replaced by a combination of game-, virtual world-, and traditional classroom-based environments. However, I cannot image exactly how it will be because classrooms are changing with developing technologies. We do not even know what the jobs of the future will be or how educators will need to prepare students for these jobs. However, I can say that game-based learning will play a part in the future of education. However, educational games are also changing. In the article titled “The New Games People Play: How Game Mechanics Have Changed in the Age of Social Media,” Tsotsis (2010) talked about some game mechanics that may be applied in the future. She stated, The level of creativity and fun that’s coming is incredible” (p. 1). I believe having fun will be the main point for educational games in the future. Apparently, fun is the future because it is the most engaging aspect for learners.

In the article titled “8 Research Findings Supporting the Benefits of Gamification in Education,” Walsh (2012) listed the benefits of gamification in learning environments. Some of these benefits are positive attitudes toward math, positive results in constructing children’s own video game experiences in terms of cognitive and social growth, positive results in attention span, and developing fearlessness in real life by playing scary games. The most surprising benefit is the development of fearlessness. I never thought war games might generate this kind of positive result. I understand once more that we need to be open to new things and should not be prejudiced toward new things until it is proven they are harmful to us. Walsh (2012) also stated that “… how many of these findings indicated benefits that can come from the use of gaming in education” (p.1). I believe the list of benefits coming from game use in learning environments will be supported by new surveys in the future. We will see what will happen in the education world.

 


 

References

McGonigal, J. (2011). Reality is broken. New York, NY: Penguin.

TEDxYouth. (2011, June 9). TEDxKids@Brussels - Gabe Zichermann - Gamification. Retrieved from https://www.youtube.com/watch?v=O2N-5maKZ9Q   

Tsotsis, A. (2010). The new games people play: How game mechanics have changed in the age of social media. Retrieved from http://techcrunch.com/2010/08/01/the-new-games-people-play-game-mechanics-in-the-age-of-social/

Walsh, K. (2012). Research findings supporting the benefits of gamification in education.  Retrieved from http://www.emergingedtech.com/2012/12/8-research-findings-supporting-the-benefits-of-gamification-in-education/

 

Sunday, April 14, 2013

Virtual Worlds



 

Virtual Worlds

One of the elements that is lacking in the current educational system is that the information students learn does not have real-life applications. However, virtual environments (VE) meet this need. Stanton, Foreman, Wilson, Duffy, and Parnell (2002) stated that “Numerous studies using VEs have demonstrated that spatial knowledge can be effectively acquired from virtual exploration alone, and that such information can be readily transferred to real equivalent environments” (p. 13).

I think the online virtual world could be used to develop educational tools for educators who do not have technical knowledge about programming. Thanks to its visual tools, creating an educational environment is easier than programming. Young, Franklin, Cooper, Carroll, and Liu (2012) stated that “Compared to other programming languages, the native tools in Second Life speed up the development time needed to create educational modules for the classroom, which is why it is the largest programming environment” (p. 59).

In their article, “Envisioning the Educational Possibilities of User-Created Virtual Worlds,” Antonacci and Mondaress (2002) stated, “Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving” (p.1 ). I think this means that the knowledge acquired through playing games and in simulations is equal for all learners, regardless of how much money they have or where they are in terms of their education level and location they live. Therefore, the use of games and simulations could be a big turning point in educational history. For example, the multimedia platforms used in games and simulations would provide students with access to different learning styles.

In the video titled Your brains on action games: Daphne Bavelier at TEDxCHUV from YouTube website , speaker mentioned how gaming helps enhance various skills, such as better attention to detail. She also mentioned that she could not believe how playing games, such as war games, or shooting zombies could make gamers more intelligent. However, parents find it great if their children play Sudoku or read Shakespeare. However, she alleged that playing shooting games had both positive and negative effects. She talked about the impact that playing a video game has on the brain and gave several examples. We believe that watching a video screen makes our eyesight worse. However, according to some surveys, it does not. Interestingly, playing these kinds of games makes us more careful drivers. She also rejected the belief that playing video games could lead to attention deficit disorder or problems with distractibility in children. However, when the attention span of gamers was measured the in labs, they found that “action video game play enhances attention control.” She also mentioned multiple-object tracking. There is no doubt that gamers would be better in traffic, such as being able to keep track of obstacles such as running dogs. Another interesting point mentioned in the video is spatial rotation. I received a scholarship to obtain a master’s and a doctorate abroad by passing a tough intelligence exam. Some of the questions were about spatial rotation. This is not the type of exam for which you need to study. The speaker stated that after playing an action game, people are better at mental rotation. Lastly, she questioned as to why the gaming market does not create games that produce only positive effects. She believed it was because the market has two sides, which she called the broccoli and the chocolate side: to be able to eat broccoli, it needs to be covered with chocolate because if a game is not fun, it cannot be engaging.

As for the Lumosity web site, it is a resource for developing short-term memory and attention skills. After selecting different aspects in all categories on the web site, it created a personalized training program. It was amazing!

The first game I played was Speed Match. It was easy. The only thing I needed to pay attention to was whether or not the symbol matched the one that came immediately before it. The second game I played was Memory Matrix. It was about one’s ability to remember an item’s location. The last game I played was Eagle Eye, which was related to visual attention. The only thing I needed to do was to find the bird to build my collection. It was easy at first, but the game added some distractions, and it became more difficult. After experiencing these training programs, I agree with the web site: “The personalized training program helped me achieve my goals for a better life!”. For instance, I am a little bit better in remembering an item’s location thanks to this training program. I believe if I keep my training on the website, I will be better.

I found the information in the short video titled “Neuroscience, Games & Learning” to be really interesting. The speaker stated, “When players viewing images from internet games, similar neural activities as when addicts of drugs or gambling view images of cues.”

As for the information in “The Science Behind Lumosity,” Hardy and Scanlon stated that “Scientists once believed that mental ability was fixed after childhood. But over the last few decades, neuroscientists have discovered that adults’ brains are constantly changing—growing new neurons and connections—in a process known as neuroplasticity” (p.1 ).

Therefore, the Lumosity training programs could efficiently be used to develop short-term memory and attention skills in all ages. The most interesting thing about the Lumosity training programs was that they provide a personalized training program because the percentage of skills in a brain are not the same for all people.


References


Hardy, J., & Scanlon, M. (November 2009). The science behind Lumosity. Retrieved from http://www.lumosity.com

Stanton, D., Foreman, N., Wilson, P., Duffy, H., & Parnell, R. (2002). Use of virtual environments to acquire spatial understanding of real-world multi-level environments. Paper presented at the 4th International Conference on Disability, Virtual Reality and Associated Technologies, Veszprém, Hungary. Retrieved from             http://etpt5980.pbworks.com/w/file/fetch/61693630/stanton_spatial.pdf

Young, W., Franklin, T., Cooper, T., Carroll, S., & Liu, C. (2012). Game-based learning aids in Second Life. Journal of Interactive Learning Research, 23(1), 57–80. Retrieved from