Coming into this topic, I thought there was not much more to
it than having an alternate to the regular class setting. But there actually
appears to be a lot of science involved in games. It comes down to the negative
stereotypes we have for game playing and how it is considered a waste of time
or for leisure. After looking at the
forum for this section though one gets a slightly different picture of the
situation.
I believe that they mentioned that we engage in 3 billion
hours of gaming every week and that this may not be a bad thing. One of the
regrets of most dying people is that they did not enjoy themselves as much as
they should have. Well gaming could have helped, but most people feel guilty
about it. Yet, is pleasure and thinking a guilty pursuit?
To be sure, there are some people that are fixated on games
and can spend an unhealthy amount of time pursuing anti-social gaming
experiences. But even gaming can be social if it is on line. It is more the content of the game that
should be addressed rather than gaming per say.
Some other benefits of gaming that are not noticeable at
first are how we deal with learning techniques. Many people avoid learning
environments or work because they do not wish to fail. In many cases, the idea
of success through failure is not a favourable idea in the work environment.
Yet, there is no real problem with learning from mistakes in games. In fact it
can be quiet enjoyable, which is not the case in real life. The idea of taking
a test until you get the answer right appears to be more effective than just
getting wrong answers. This comes from the idea that we learn more from taking
tests than we do from studying for them. This in turn has health benefits due
to lower stress and is a motivational tool for engagement.
Of course there is also the aspect of instant feedback in
gaming that is not always available in education or working life. If you
started a proposal for a new project, and found out that it was rubbish immediately,
then you could start a new one right away, and continue until you got it right.
Of course there are some other factors involved, but usually feedback from a report
or project in education has a gap of time. And the moment of creativity and inspiration
is lost with that gap. As well, multiple failures rarely make a negative
impression in games, but they are disastrous in education and work. This is one
of the reasons that people engage in games so much, because they know with enough
game time there is a reward of achievement, which is not so in education or
work with a failure in the way.
There were some very good game sites that were talked about
in the forum, and I must admit, I did not know most of them. However, choosing
the right game for your subject was a bit trickier. Yes, there are some for my
area of teaching, but the development is better in some of the other subjects.
There were specializations in VR and simulators, and even avatar worlds in
which to play them. I preferred the low tech versions of the gamification, even
though I teach IT. I did a digital project on a game in fact.
Of course there is a break from the traditional approach to
learning with games. But is this such a bad idea? If people enjoy the game and
it is a social, educational experience, removed from negative connotations of
failure, then I think it might be a winner. The object is to find the game for
the lesson.
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