There is the impression that
computer games have always been attributed at best an insignificant, and at
worst a negative role in children’s learning life. It seems that the only
function of games is to create fun or relaxing atmosphere. However, studying all
today’s material for homework Ts can discover digital games as a powerful
educational tool in the 21st century. The main perspective in all
these materials was to advocate the media literacy in education.
Thus, I totally support the
argument in the video material “No Gamer Left Behind” that putting people in
the environment where they can experience what they need to learn, where they
can make mistakes, take risks, and try new things, can bring better learning
than just sitting in the classroom and throwing info at them. These simulated
environments can help beginners become experts. Moreover, when Ss become not
just consumers, but producers of simulation technologies, they are able to
express individualization and creative skills. Similarly, these skills of
innovation, creativity, problem solution, collaboration, production are advocated
in the material titled “Grading with Games”, as they are necessary to survive
in the developed world. I’d like to quote the speaker’s idea that we need to be
able to work in a group where the group is smarter than the smartest person in
the group. One important thing for me was that games do not separate learning from
assessment, which is really a painful part of learning for Ss. The frequent
feedback given by games motivates the learner, when he fails, to continue on to
success. The same idea is stated be Sasha Barab who says that failure is
motivating and not smth to be avoided. It’s true that we limit our Ss in the
classroom to be vessels to be filled with information. But games can allow them
a vast opportunity of trying on various roles, which helps them see themselves
as people who could possibly have that future.
Obviously, we cannot do this
in the real world for a 10-year-old boy, but in a game. This is the reason that
Sasha Barab and Marc Prencky voice their concern about “powering down” our Ss
at schools. We, Ts, need to win this competition be creating a space where
children can be passionate about learning.
We need to understand the
reason behind the increased interest in games. Thus, the reason is the combined
weight of 3 factors, which is discussed in the article Digital- Based Learning
by Richard Van Eck. The first factor is the ongoing research conducted by DGBL
proponents. The second involves today’s “Net Generation” or “digital natives” who
have become disengaged with traditional instruction. And the third factor is
the increased popularity of games. I believe that time brings cognitive changes
as well which dictate fundamental shifts, in this case, in education. Marc
Prensky in his book Digital Game-Based Learning has identified the 10 main
cognitive changes in the Games Generation. There are twitch speed vs.
conventional speed, parallel processing vs. linear processing, graphics first
vs. text first, random access vs. step-by-step, connected vs. standalone,
active vs. passive, play vs. work, payoff vs. patience, fantasy vs. reality,
technology- as- friend vs. technology- as- foe.
Along with all these
incentives for the use of digital games, there is an issue raised by Harvard
Health Publications where some researchers claim that exposure to violent media
can contribute to real-life violent behavior, while others argue the opposite.
Although there is no foolproof evidence that any particular behavior could produce
the profile of a likely “shooter”, parents should protect their children from
the hazardous effects of games by providing limits and guidance as necessary.
The game that I chose to
play was Darfur is Dying. I immediately started playing the game without
reading the instructions. I composed this experience to the argument stated in
grading With Games that scientists have always learned the language of science
by doing science. I will describe my experience by the principle of situated
cognition explained by Richard van Eck in the article Digital Game-Based
Learning. I practiced multitasking skills, inductive reasoning, frequent and
quick interactions with content and visual literacy skills. This interaction
required a constant cycle of hypothesis formulation, testing, and revision. And
this happened with immediate feedback. From the language learning point of
view, it practiced active reading skills, and from the moral perspective, it
taught perseverance, sensitivity, and humanism.
I would sum up all my exploration
described above in the consideration that games thrive as teaching tools when
they create a continuous cycle of disequilibrium and resolution while also
allowing the player to be successful, and the implementation of DGBL requires
careful analysis and matching of the content, strengths, and weaknesses of the
game to be studied.