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 Life. Journal of Interactive Learning
Research, 23(1), 57-80. Chesapeake, VA: AACE.
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