Title: Educational Applications of Video Games
1Video Games Education
Steven Felix Scott EDIT 202
2Who are the gamers?
At worst, the community of games players can be
stereotyped as young males who revel in violent
fantasy, cannot relate well to reality, are
isolated, likely to have social problems which
may become severe, are unhealthily constantly at
play, and who relate better to machines than
other people.
Source British Educational Communications and
Technology Agency http//www.becta.org.uk
http//en.wikipedia.org/wiki/GamerTypes_of_video_
gamers
3Video Game AddictionWhat game designers say
- As far as addictiveness in games goes, one needs
to first weigh whether it is a positive or a
negative. I think that an addictive game is
usually just a good game, so a game being
addictive is just a sign of its quality. To me,
it seems that intentionally making games "not
addictive" is intentionally making them bad.
Matt F GameSpot.com
4Video Game Addiction - Other Factors
- Sounds, graphics, world simulation and elaborate
game screens promising numerous options make
these games fun and appealing. However is it more
or less appealing to different people?
5Gender Issues/Sexuality
- Some of the earliest video games comprised of a
central story line of rescuing the damsel in
distress. Such as Donkey Kong, Super Mario
Brothers, and Legend of Zelda. - Progressively over time women in video games
started to become stronger characters, and even
became central figures or heroines in games.
6Social Aspects of Gaming
- Socialization in video games can be divided
into categories of competitive or collaborative.
Individuals can compete against each other in a 2
player VS. mode or share strategies with other
players. This is especially true with online
games players can join a PVP server, join other
players in a guild, or go it alone and
occasionally ask other players for specialized
assistance.
Anonymous Posting HALO fan site
7Social Aspects of Gaming
- The MMORPG (Massive Multiplayer Online Role
Playing Games) genre of computer games which
consist of persistent state worlds thrive on
creating and sustaining a culture surrounding
their game play.
8Social Aspects of Gaming
- Creating avatars. Do players create characters
that resemble themselves or the opposite? All
players must follow socially implicit, codified
and non codified rules.
9Gaming in Education
- Students better retain information that is placed
in a rich contextual background. - Games encourage pleasant frustration and
motivation for hidden learning. - Gamers can act as designers, strategists, and
producers, authors and programmers. - Gamers can act as problem solvers.
- Sports games could improve participation in P.E.
- Games inspiring social awareness.
10Video Games -Learning in Context
- The virtual worlds of games are powerful because
they make it possible to develop situated
understanding and even deductive reasoning. - One such game is the Age of Mythology which
players control the fate of a civilization as it
progresses through various historical ages.
Civilizations are chosen based on historically
accurate depictions of Greek, Roman and Norse
cultures and then Deities are chosen to worship
and aid their civilization when called upon.
Sign the petition for Age of Mythology II
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11Video Games Motivation
- Good games are often challenging, but do-able,
they are designed to be pleasantly frustrating. - Good games allow players to customize the game to
their own levels of ability and styles of
learning. - Players are encouraged to play again and again
to improve or previous performance. Attempt new
strategies and experiment with different options
or paths in game play.
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12Video Games Gamers As Authors
- Along with the designer, the players actions
co-create the game world. The players can become
storytellers and designers. - Furthermore, players can use software that comes
with the game to build new scenarios, storylines
maps, episodes, or even creatures/monsters.
NeverWinter Night Module Creation Tutorial
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13Video Games Problems Solving
- It is the job of a video game simulation to
emulate real world scenarios in various business
and educational fields. - The more accurate the simulation the more the
skills employed in completing the simulation can
be transferred into real life practical aspects. - In the context of lifelong learning, simulation
games afford a realistic framework to use
technologies as a means to an end and so can
prepare learners for the world of work.
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14Video Games Physically Active
- Sports games which are based on the actual
sporting rules of can be used to encourage
participation in physical education by
introducing students to various sports in a
non-threatening environment. - Games are even being designed where the player
has to be physically active to play. - Be careful with your controller.
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15Video GamesSocial Issues Education
- Then there are the games designed specifically to
address cultural, social, political, and moral
issues. - Used in an educational context such games can be
used not only to introduce such topics, but also
serve to provide students with accurate
information concerning these topics. - Of course some games are better than others and
it would be up to the teacher to decide whether
or not a game can and should be used for this
purpose. It also poses the question how could
such socially relevant games be effectively
incorporated into a lesson plan.
Combating Drug Addiction With Video Games -
TAVAD.com
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16Of Course We Have to Include Some Educational
Links
- Digital Games Research Association
- Games2Train.com.
- Choosing good games for your kids Media
Awareness.org - Online Games Educational or Just for Fun
- Eternal Fun
- http//www.addictivegames.com
- GameSpy GameSpyArcade.com
- http//www.allgame.com/
- http//www.lucaslearning.com/
- James Gee Video Games For Learning (Youtube)