Friday, January 24, 2014

Gaming Benefits



After reviewing multiple sources regarding gaming in today’s society and in the classroom I have come to the conclusion that the benefits of gaming outweigh the negative aspects or thoughts of gaming. In just about every source it was mentioned that gaming provides opportunities for collaboration, critical thinking (higher level thinking), instant feedback (positive and negative), and allows for constant problem solving and exploration.  Students are able to collaborate (socialize) and work as a team to solve problems in a game.  Students also use higher level thinking skills to solve problems and to achieve more.  What I think allows the students to achieve higher level thinking skills is they are creating student-centered learning where they are learning based on their knowledge and not what a teacher is telling them to do and learn.  The instant feedback is also beneficial because the students will know right away what is working and not working and determine what their next steps will be (explore new options).

Not only does gaming have the previously listed benefits but it also keeps a person engaged in their learning.  The students are working towards goals and having fun working towards the goal.  I think about learning multiplication in 3rd grade.  My students have flash cards to learn and memorize their facts but it has seemed to be a slow process because a lot do not want to sit and recite facts all day long.  One of my students came in after Christmas break and told me she knew all of her facts.  I asked her how she did this and she said she played a bingo game on her iPad.  This showed me how gaming can truly help a student learn at a faster rate and still have fun with it.  This student achieved her goal and was excited to achieve her goal.  She received her instant feedback while playing the game.

What I also found interesting was the article, A Neurologist Makes the Case for the Video Game Model as a Learning Tool, on the increase of dopamine in the brain while playing a game.  Here you have research on the benefits of gaming within the brain.  Students are successful in gaming and when they receive the positive feedback from games they are creating more dopamine in their brains. 

As I play the game Setters I began to notice these skills being used.  I have to collaborate with other players to build a successful settlement and later to join a guild to attack leaders and take over more sectors to expand my settlement.  I am thinking through placements of buildings and strategizing attacks on other sectors.  This thinking requires me to socialize with others of what would be best and it requires me to research information on best practices within the game.  I notice my mistakes or accomplishments when my settlement is producing all materials needed to maintain the settlement or when the red exclamation mark pops up informing me that my production is missing or low on a certain product.  When this occurs I need to problem solve on how to make it better…do I buff a building temporarily (which is what I have been doing), do I level up a building, or do I build more or reposition my buildings?  I have to think through what would work best and sometimes it requires multiple steps to get through a problem.  The game keeps me entertained and engaged in my thinking, what more could I ask for?



Below I have listed multiple sources about gaming and a few notes pertaining to the benefits of gaming.

-"Food Force"- game that has students saving communities from starvation
-good for exploring complex social issues "peacemaker"
-hope to make games in 24 hours or less with real life issues such as with elections for people to respond and discuss

-virtual reality
-students work together as a team while having fun
-3-d technology that is curriculum based to help kids learn academic content
-eager to learn, see outcome, and eager to listen to what their classmates see
-you learn and interact with other people
-quicker than reading a book and you are more interested

-learn from failure- no stigma in failure
-constructing a picture makes it more meaningful than just looking at it
-a real genuine game will allow students to learn from failure
- remarkable transformation in students

-video game is a set of problems that you must solve in order to win
-theory of leaning behind video games- more complex what any kid will see in school
- surprised at how adult video games were
- schools teach the way they do because of testing- testing drives the system
- situated and embodied learning- solve problems of what you know
- two different school system- 21st century complex learning and school system giving you the basics


-kids assume roles that allow them to work collaboratively
-use one domain and apply it in another- higher level thinking
-games are complex to design and study

-"the three most recent cohorts of children-- those born in the early 1980s, the early 1990s, and the early 2000s-- have grown up in a world where digital games have always been an important part of their lives."
- average gamer in 2009 was 35
- feeling of working towards a goal
-problem solve
- collaboration, socializing
-open-ended, challenge based, truly collaborative games

-provides immediate performance feedback to players
-students are engaged to succeed
-will help achieve personal meaningful goals
-MMO (massively multiplayer online) games requires collaborative problem solving ---requires teamwork, leadership, and discovery

-role playing, refine team and group skills
-ideal method of assessing student knowledge comprehension by providing immediate performance feedback
-productive role of play, which allows for experimentation, the idea of exploration, and even failure
-training for militaries, simulations for skill training
-training for graduate student- ex. medical

-dopamine motivation- reward when brain recognizes success

-rewards- emotional, individual, and collective
- processes- wanting, liking = engagement
-ambitious
-link consequences to actions
-an element of uncertainty
-modeling predicts learning
-enhanced attention

-spend 3 billion hours playing games online
-intense concentration and deep focus
-optimism- shown on face of gamer (picture)
-shows what you are truly capable of
-achieve more in game worlds
-we become the best version of ourselves
-positive feedback, constant feedback

-lots of meaning behind games
-engaging and students are optimistic- who doesn’t want to pay a game to learn?
-steps on how to get in gaming in higher ed started

-improved eyesight
-process information efficiently

1 comment:

  1. Superb job of describing the benefits of gaming for us! And there are so many! Glad to see that you can relate the benefits of gaming to your own experience in Settlers and while your experience might not be anything like your elementary students might have, you can surely see that given the right game, students will also benefit in ways that they wouldn't without the use of games.

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