Difference between revisions of "07Jan31"

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ACM Computers in Entertainment<br>
 
ACM Computers in Entertainment<br>
 
<br>
 
<br>
 +
<br>
 +
 +
<h2>The 'big idea'</h2>
 +
<ul>
 +
<li>Games are frequently cast in a negative light by politicians, the media, etc
 +
<li>Yet many assumed links (to violence, for instance) don't show up substantially in research
 +
<li>Research has actually shown that games can be beneficial, useful for education
 +
<li>Numerous papers with mixed results are listed and briefly discussed
 +
</ul>
 
<br>
 
<br>
  
 
<h2>A brief history of attitudes towards games</h2>
 
<h2>A brief history of attitudes towards games</h2>
 
<ul>
 
<ul>
 +
<li>Many people (politicians, educators, the media) accuse games of being harmful:
 +
<ul>
 +
<li>Promoting violent behavior, sexist attitudes, addiction
 +
<li>Many attitudes towards harmful effects of TV carry over
 +
<li>'Moral panic' applied to video games
 +
</ul>
 
</ul>
 
</ul>
 
<br>
 
<br>
  
<h2></h2>
+
<h2>Literature review</h2>
 +
<ul>
 +
<li>Potential game benefits suggested by research:
 +
<ul>
 +
<ul>
 +
<li>Spatial perception, abilities
 +
<li>Visual-motor coordination
 +
<li>Reflexes
 +
<li>Divided attention
 +
<li>Visual discrimination
 +
</ul>
 +
<li>Emotional/Affective
 +
<ul>
 +
<li>Motivation
 +
<li>Stress-relief
 +
<li>Confronting phobias
 +
<li>Teaching values
 +
</ul>
 +
<li>Intellectual
 +
<ul>
 +
<li>Learning language, math, reading, history
 +
<li>Awareness of one's abilities and limitations
 +
<li>Problem-solving
 +
<li>Hypothesis forming, testing
 +
<li>Critical thinking
 +
<li>Logical thought
 +
<li>Planning
 +
</ul>
 +
<li>Not enough to just educate the population about new media; need to rethink, or redefine the system
 +
</ul>
 +
<li>
 +
</ul>
 +
<br>
 +
 
 +
<h2>Discussion</h2>
 +
<ul>
 +
<li>Opinions regarding the paper?
 +
<li>Bias of article?
 +
<ul>
 +
<li>Underestimates potential value of games?
 +
<li>Too optimistic about games in education?  Dismisses criticisms too easily?  Not critical enough of research into game benefits?
 +
</ul>
 +
<li>Moral panic?
 +
<ul>
 +
<li>Is the negative press on video games purely an instance of moral panic?
 +
</ul>
 +
<li>A matter of public opinion?
 +
<ul>
 +
<li>Assuming games have great potential, but have a bad (and undeserved) reputation, how can this be remedied?
 +
</ul>
 +
<li>Rethinking education
 +
<ul>
 +
<li>What should be the role of video games in education now?  In 10 years?  In 50 years?
 +
<li>Extreme (& far-fetched) example: Educational process as a series of interactive simulations or games.  Is such a system possible?
 +
<li>
 +
</ul>
 +
<li>Limitations
 +
<ul>
 +
<li>What are the inherent limitations of video games for learning?
 +
<li>Are they things they cannot effectively teach, that say, a textbook or lecture could?
 +
</ul>
 +
</ul>
 +
<br>

Revision as of 21:19, 31 January 2007

Video Games and Education (Education in the Face of a "Parallel School")

Miguel de Aguilera and Alfonso Mendiz
University of Malaga
ACM Computers in Entertainment


The 'big idea'

  • Games are frequently cast in a negative light by politicians, the media, etc
  • Yet many assumed links (to violence, for instance) don't show up substantially in research
  • Research has actually shown that games can be beneficial, useful for education
  • Numerous papers with mixed results are listed and briefly discussed


A brief history of attitudes towards games

  • Many people (politicians, educators, the media) accuse games of being harmful:
    • Promoting violent behavior, sexist attitudes, addiction
    • Many attitudes towards harmful effects of TV carry over
    • 'Moral panic' applied to video games


Literature review

  • Potential game benefits suggested by research:
      • Spatial perception, abilities
      • Visual-motor coordination
      • Reflexes
      • Divided attention
      • Visual discrimination
    • Emotional/Affective
      • Motivation
      • Stress-relief
      • Confronting phobias
      • Teaching values
    • Intellectual
      • Learning language, math, reading, history
      • Awareness of one's abilities and limitations
      • Problem-solving
      • Hypothesis forming, testing
      • Critical thinking
      • Logical thought
      • Planning
    • Not enough to just educate the population about new media; need to rethink, or redefine the system


Discussion

  • Opinions regarding the paper?
  • Bias of article?
    • Underestimates potential value of games?
    • Too optimistic about games in education? Dismisses criticisms too easily? Not critical enough of research into game benefits?
  • Moral panic?
    • Is the negative press on video games purely an instance of moral panic?
  • A matter of public opinion?
    • Assuming games have great potential, but have a bad (and undeserved) reputation, how can this be remedied?
  • Rethinking education
    • What should be the role of video games in education now? In 10 years? In 50 years?
    • Extreme (& far-fetched) example: Educational process as a series of interactive simulations or games. Is such a system possible?
  • Limitations
    • What are the inherent limitations of video games for learning?
    • Are they things they cannot effectively teach, that say, a textbook or lecture could?