
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.
Reference
Steinkuehler, C. A. (2006). Massively multiplayer online videogaming as participation in a Discourse. Mind, Culture, & Activity, 13(1), 38-52.
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Tags:
digital,
games,
learning,
play
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I noticed Louise talking about kids as mentors for teachers … there is an interesting project called GenYes in the US where “students learn to provide high-quality, curriculum-focused professional development support for teachers in their classrooms school wide.” Worth a look.
Tags:
competencies,
culture,
digital,
generation,
skills
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Julie show great concern for the welfare of children in light of her reading of Wallis. Louise expresses similar concern, particularly in relation to the decreased amount of time available to spend on healthier ‘real-life’ activities. Indeed, these have been concerns for many years now (before the Web 2.0 era!). Despite these concerns, we have some children immersed in a ‘digital / cyber’ culture. Is there a ‘gap’ between the way these kids learn at home and the way they learn at school? How might teachers ‘cater’ for these kids in their classes?
Tags:
culture,
cyber,
digital,
net
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