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Video games can be effective teaching tools

Source: http://www.wistechnology.com/article.php?id=1504

If the last video game you played was Pac-Man, you might have missed the advances that turned games into immersive training tools for skilled professionals and leaders.

Three University of Wisconsin-Madison professors, among the top researchers in learning through game-playing, explained the advantages of games over traditional teaching tools Thursday evening...

...Video games let their players step into new personas and explore alternatives. Not only that, but people can try to solve problems they’re not good at yet, get immediate feedback on the consequences and try again immediately.

James Gee said the ability to explore right away makes games more engaging than textbooks or lectures. In schools, “you have to read 500 pages of biology and then you get to do biology,” he said. “Of course you only actually read 200. [A video] game allows you to perform before you’re competent.”

Because games keep things “pleasantly frustrating,” Gee said, players have incentives to keep on improving their performance. That can lead to learning outside the game as well. After his son started playing Age of Mythology, he started reading more about real-world mythology, Gee said.

“It’s the next big thing just because teachers have tried for the longest time to grab students’ attention, teach them concepts such as science,” said Ankur Malhotra, chief operating officer at NeuronFarm, which makes Web-based games meant to improve reading skills. “Gaming deals with a lot of these concepts, as they learn about all the tools, classifications and what makes a civilization function… I think there are some real lessons to be learned.”

One of the biggest users of games as training tools is the U.S. Army, which released the free tactical game America’s Army to boost its recruitment and has worked with commercial game companies on a variety of other titles.

“Gaming is old as dirt in military culture,” Squire said. Now, though, video games are becoming a more viable alternative to mock combats in the field.

Games such as America’s Army and Full Spectrum Warrior—which is available commercially with a fraction of the features the Army’s version has—are part of a culture shift in the military, he said. They contradict the view that soldiers are cannon-fodder and bolster the Army’s new branding of itself as a high-tech, professional workplace.

In Full Spectrum Warrior, Gee said, players lead a team of soldiers and must keep them all safe by using the right formations and maneuvers. Losing even one means the game is over.

Gee and his colleagues would like to make similar games that let players be scientists or take on other professional roles. Squire has worked on a game called Biohazard in which firefighters must react to dangerous situations. They learn the most effective ways to, for example, evacuate people from a mall after a sarin-gas attack. Firefighters like the game and even play it over break because it allows them to be heroes, he said—and because the game characters are smartly dressed.

Games also let players be producers rather than just consumers. Many recent games allow “modding,” the insertion of new plot-lines, graphics and characters, or even the creation of entirely new games.

Squire mentioned the strategy game Civilization III, as well as first-person shooters such as Half-life. Role-playing games such as Neverwinter Nights also allow players a high degree of control.

“You can use Neverwinter Nights as an application development environment,” said Preston Austin, chief architect at Clotho Advanced Media, Inc. The game includes an event-driven programming language that lets people set up their own complex plots and scenarios, which they can share over the Internet.

Parents and teachers have not seen all of the current crop of games as good for children—some say violent games lead to violent behavior—but the three researchers said they contain valuable learning technologies.
 
I've got this guy's book. I took random passages out of it and used them in a paper (yes, tards, I quoted my sources), but I haven't had the time to fully get into what he was talking about yet
 
I agree and disagree in ways. In the sense that a game about dinosaurs could inspire a kid to learn more about them, well, anything can do that. It's not exclusive to games. But in the sense that a game can help teach logic, critical thinking, etc, then I agree.
 
rawk said:
But in the sense that a game can help teach logic, critical thinking, etc, then I agree.

Yea...When I was a kid, I played the Sierra adventure series (eg, Space Quest, King Quest, etc) to practice logical and creative thinking.
 
I think that growing up playing video games taught me alot of things actually. I think my reflex are better because of that, spatial vision, critical thinking, patience, perseverance.
RPGs can incitate you in following "good values" and puzzle games helps the IQ somewhere for sure.
Also, even if my english isn't perfect, i learned english by video games and not school. We don't learn much about english at school around here (Montreal/Quebec Province)
 
I did an essay for this in my tech course last semester, and let's just say I've really exhausted myself on the topic. This light journalism is peanuts compared to some of the articles you can get from the real, serious research databases.

My point in the essay was that you assume this other "role" and you can benefit from it. It's like going inside someone else's head.

If you're interested in this topic, see if you can find a copy of CIE (Computers in Entertainment). It's serious reading. These short, light articles are all the same.
 
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