Sunday, April 21, 2013

Gaming Trends


A classroom in 2030 has many possibilities.  Depending on the amount of technology available at that time and the trends with the technology, will decide what the classroom will look like.  In my mind, we may not even have classrooms at that point.  Because of technology and trends right now, children learn from their computers at home.  After learning how gaming has progressed over the years, it would seem that classrooms will progress.  Even now, many classrooms have starboards or smart boards that involve interactive lessons wear the children can learn more hands on.  Many high schools also have an ipad or laptop for each student to use for their education.  This takes away the cost of books and supplies and builds technology in the classroom. 

 According to Proto (2011), today, students are expected to pay attention and learn in an environment that is completely foreign to them. In their personal time they are active participants with the information they consume; whether it be video games or working on their Face book profile, students spend their free time contributing to, and feeling engaged by, a larger system. Yet in the classroom setting, the majority of teachers will still expect students to sit there and listen attentively, occasionally answering a question after quietly raising their hand. Is it any wonder that students don’t feel engaged by their classwork?   I will admit, I do this also, expect my children to sit and listen to instruction and raise their hand to answer the question.  My feeling is that’s how we were brought up to learn in education, why should it be any different.  After reading the articles, it seems that I need to be more active in the education.  I will be looking into other techniques to keep my children engaged in their education.  It does amaze me that when my children are at computers they can sit and work on the computers for a long time and seemed to enjoy the educational game they are playing. 

I have found though that no matter what year it is, technology and gaming is beneficial but there is always the never dilemma of funding.  According to Vivek Wadhwa, technology today of what is possible is unimaginable in a decade ago.  The other men on the panel mentioned that society and education is ready but it all goes back to funding. Along with funding comes with training.  I believe that as technology and gaming education upgrades or evolve, so should the ability to train on such things.  School districts should put it in the budget to get the teachers the education to teach to the new techniques. 

I have learned a plethora of information about the gaming benefits in life and education.  In my life, I feel as though I should be playing games more but I feel that I don’t have the time to do it.  But I do find myself, when I am not working or in school, playing games on my phone or the wii.  I enjoy playing puzzle type of games on my phone, which helps with my logic, problem solving and memory skills.  I do enjoy the luminosity games.  I may continue to play those games after the semester ends.  A good game is a unique way of structuring experience and provoking positive emotion (McGonigal, 2011).   

References:

McGonigal, J (2011). Reality is broken.

Proto, A (2011) The gamified classroom: part 1: the unique obstacles teachers face.  Gamification.com

Wadhwa, V. (2012) Gamechangers: What could education look like in five years?  Video. Livestream.com.

Sunday, April 14, 2013

Virtual Worlds

Virtual Worlds
            According to Dr. Howard- Jones, gaming exerts a special influence on the brain.  Also teaching /learning through gaming requires technology plus new understanding and pedagogy.  With that said, video games affect the brain in various ways.  It fosters brain activity to build knowledge and memory.  Certain types of games help build skills, as in problem solving, speed, memory, accuracy, etc.  It builds the skills for the better, it requires you to think.  Long periods of game playing can affect the brain in reverse.  Meaning it isn’t good to play video games for hours.  It not only affects your brain power but also other parts of your body.  You have a short attention span to pay attention to games, but your adrenaline and need to play sometimes over powers other ideas of needing to stop or take a break. 
            Virtual world affect the brain by creating a world outside of the real world.  It gives you an avatar that you can create however you want.  It doesn’t have to look like you in real life.  Virtual worlds can build a community that gives you a sense of belonging.  Many people turn to virtual worlds because it makes them happy, it gives them a high or enjoyment versus their real life.  Virtual worlds do represent real life scenarios but it doesn’t bring in the drama or issues that one may be going through in the real world.  For example, gamers can build homes, communities, lands, etc. But most of those things don’t cost real money so you can build the biggest home or nicest car that you may even want in real life.  This affects the brain by using problem solving skills and flexibility to understanding that it is a game and it’s not real.  Virtual worlds show promise as an engaging and immersive platform for use in an educational setting. A study conducted by researchers at California State University, evaluated the educational effectiveness of different mediums for teaching visual communications (Lester & King, 2009) (In Young, W., Franklin, T., Cooper, T., Carroll, S. & Liu, C, 2012). 
            According to Antonacci & Modress (2008), educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving.  The possibilities for virtual worlds in educational context are promising.   They build skills needed to succeed in life.  The earlier children learn the skills the farther they will go in the world.  It will also help with building their education as they move on in school.  Children are learning new things daily and to add technology to the knowledge will benefit the education of the child. According to Young, Franklin, Cooper, Carrol, &Lui (2012) work is currently being conducted regarding a variety of subjects in game-based research. A specific area of interest is the potential learning benefits of game-based learning when compared to traditional classroom teaching.   In my profession, I haven’t used virtual worlds in my classroom thus far.  After playing around in the different ones that were posted, I found that avatar story tellers would be a great asset in my classroom.  This would help my children build story telling skills and writing stories or skills.  Research lends more proof to the notion that the right kind of brain training can improve cognition, change the brain, and have positive impacts on young peoples’ lives. (Hardy, J & Scanlon, M., 2009).  

References:
Antonacci, D.M. & Modress, N. (2008). Envisioning the Educational Possibilities of User-Created Virtual Worlds. AACE Journal, 16(2)

Hardy, J & Scanlon, M. (2009).  The science behind lumosity. Lumosity.com
Howard-Jones, P. Neuroscience, gaming and learning. Youtube.com
Young, W., Franklin, T., Cooper, T., Carroll, S. & Liu, C. (2012). Game-based Learning Aids in Second LifeJournal of Interactive Learning Research, 23(1), 57-80. Chesapeake, VA: AACE.