There has recently been interesting research on games-based learning. Increasing numbers of children and teenagers have grown up in a wired world and are often immersed in a (recreational) strong games culture, with increasing use of massively multiplayer online games (or MMOGs). Game users have been shown to exhibit collaboration skills & identity formation, team-based problem solving skills, systemic thinking, and not surprisingly, computer literacy (eg. see Gee, 2003 or Squire 2005).
Steinkuehler (2006) investigated games-related forums (eg. in a MMO called World of Warcraft) and found valuable informal learning conversations, including debates of complex questions and a ‘collective intelligence’ where solutions were debated and built upon by other participants.
However, games are often viewed by teachers as irrelevant, risky distractions (Gee, 2003) or simply a reward for finishing ‘legitimate’ learning tasks; rather than opportunities for literacy development or learning conversations. Over the next few years, it will be important to further understand the impact and relationship between recreational ‘digital play’ and formal learning.
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June 3rd, 2009 at 7:36 pm
[...] reading Games-Based Learning, I was reminded of the posting that I reacted on earlier in the semester by Libby called Video [...]
June 6th, 2009 at 1:41 pm
[...] done some great research, and I particularly liked her reaction to Matthew Kearny’s article Games-based learning, which demonstrates that learning can be achieved through [...]
June 6th, 2009 at 2:16 pm
[...] blog post about games based learning got me thinking about computer games in a new way. In all of the content areas we teach, [...]
June 9th, 2009 at 1:52 pm
[...] are my views on this topic. You can find the article Game-based learning here, and Bronwyn’s initial post [...]