Sunday, April 21, 2013

What are the cognitive benefits of playing video games?

I will be looking at the cognitive benefits of playing video games in my literature review.  I believe, from personal experience, that being engaged in video play has a direct impact upon cognitive skills.  I have seen it in young children and elderly adults.  It will be interesting to see what the research is showing.  I have identified the following five resources:


Bavalier, D., Gentile, D. A., Green, C. S., Hyun Han, D., Merzenich, M. M., & Renshaw, P. F. (n.d.). Brains on video games. (2011). Nature Reviews Neuroscience, 12(12), 763. doi: 10.1038/nrn3135   http://go.galegroup.com.ezproxy.fairmontstate.edu/ps/i.do?action=interpret&id=GALE%7CA273786795&v=2.1&u=fairmt&it=r&p=AONE&sw=w&authCount=1
 
Boot, W. R., Blakely, D. P., & Simons, D. J. (n.d.). Do action video games improve cognition and perception?. (2011). Frontiers in Psychology, 2, 226. doi: 10.3389/fpsyg.2011.00226   http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3171788/
 
Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavalier, D. (n.d.). The effect of action video game experience on task switching. (2012). Computers in Human Bahavior, 23(3), 984-994. doi: http://dx.doi.org.ezproxy.fairmontstate.edu/10.1016/j.chb.2011.12.020  http://www.sciencedirect.com.ezproxy.fairmontstate.edu/science/article/pii/S0747563212000027

Oei, A. C., & Patterson, M. D. (n.d.). Enhancing cognition with video games: A multiple game training study. (2013). PLOS one, Retrieved from http://www.plosone.org/article/info:doi/10.1371/journal.pone.0058546

 Rebetz, C., & Betrencourt, M. (n.d.). Video game research in cognitive and educational sciences. (2007). Cognition, Brain, Behavior, XI(1), 131-142. Retrieved from http://tecfa.unige.ch/perso/mireille/papers/Rebetez_Betrancourt_CognBra.pdf
 
There are several other resources that I looked at and will draw from.  It was interesting to see the global interest in this topic as well as the time span upon which this research has been conducted.  I found several reviews of these studies in various journals and it will be intriguing to see what peer reviews have to say about these studies.
 
 

Thursday, April 18, 2013

DEJ #11

Quote:  "In my mind, play and learning can and should be intimately linked. Each, at its best, involves a process of
experimentation, exploration, and testing the boundaries [19]." (Resnick)
 
Response:  During my academic pursuits over the past five years my favorite classes have been those that allowed me to engage in the coursework.  Lecture and discussion have been fine, but I have excelled in project based learning.  Engagement in exploration and the opportunity to be creative have given me the power to explore, experiment, and push my own personal boundaries.  I cannot imaging learning any other way.
 
Resource:  I located this resource, Crossing Boundaries: Digital Learners and the Social and Academic Use of Technology in Higher Education.  There were 2 things that intrigued me about this work.  One is that is a study as applies to post-secondary education.  This course is designed around primary and secondary education and my interest is in adult learning, so therefore, finding a resource more geared towards my area of interest is a welcome change.  I guess you could say that I am pushing the boundaries of this course.  The second thing that caught my attention was how the authors chose to push boundaries while exploring and experimenting:  "Phase 2 of the Digital Learners in Higher Education project has uncovered some important insights into how learners in higher education are thinking about and using digital technologies for social and academic purposes and how they separate and integrate their uses.  We have submitted an article for publication but given how lengthy the scholarly publication process is, we have decided to release it here for feedback and comment." (Morgan, Bullen, 2013) Yes, these scholars have circumvented the normal process to engage others in discussion about this project. 
 
Morgan, T and Bullen M. "Crossing boundaries: Digital learners and the social and academic use of technology in higher education." 2013. http://www.netgenskeptic.com/2013/03/crossing-boundaries-digital-learners.html
 
Resnick, M.  "All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten*". http://web.media.mit.edu/~mres/papers/kindergarten-learning-approach.pdf
 


 
 

 

Sunday, April 7, 2013

DEJ #10

Quotes:

"What is more, one striking feature of gameplay that seems to be particularly relevant for education is the fact that children and adolescents seem to invest a considerable amount of time and effort in accomplishing tasks that are often very difficult and time consuming." (Arnseth, 2006)

Students (of all ages) often try to spend as little time as possible in a "learning" environment.  We all seek to gain the most value for the least amount of effort and when we can be engaged in a manner that is entertaining as well as educational we are all quick to join in.  I liked Arnseth's use of the word edutainment and describes this transitional to game based learning.  I am personally a big fan of edutainment.

"The fact that children, adolescents and adults learn important lessons about themselves and their surroundings by engaging in game-like activities is uncontroversial. Throughout social and behavioural science discourse on social and cognitive development, gameplay is regarded as an important arena for the development and formation of thinking, identities, values and norms (Cole, 1996; Piaget, 1951; Rogoff, 1990)."  (Arnseth, 2006)

We have had other readings that spoke to the use various simulation based programs such as Civilization and their effect in the classroom.  The integration of computer based learning through gameplay has added a new dimension to the classroom.  In the 1970's  teachers arranged for penpals for students, resulting in connection to the larger world outside the classroom.  This arrangement resulted in long delays in communication, but did provide a connection.  By the 1990's the traditional pen pals had been replaced with electronic coorespondence and today teacher's can connect with classrooms around the world for virtual communication and collaboration.  While this is not gameplay yet, the future is there as the next generation.  Imagine having 7th grade social studies students from classrooms in different states or even countries engaged in playing World Civilization together.

This virutal world for Penpals is exciting.  Visit e-Pals for more information.  Imagine the possibilities in connecting your classroom with the world.

 
“That is to say, the instructional context is probably a more important predictor of learning. There is some evidence indicating that students do better when learning tasks are embedded in a context of gameplay rather than, for example, a paper and pencil test.” (Arnseth, 2006)
 
It is easy to connect the dots in Arnseth's article to reach the conclusion that gameplay can be used to enhance an educational environment.  Students are willing to engage for protracted periods of times in virtual environments that stimulate them.  During that virtual time they develop mental and physical skills (hand eye coordination) that they can utilize in the real world.  Additionally, it allows them to utilize new knowledge in an engaging manner that may reinforce the information through contextualization. 
There are a variety of studies, reports, and publications on the importance of contextual learning, including  The Effectiveness of Using Contextual Clues, Dictionary Strategy and Computer Assisted Language Learning (CALL) in Learning Vocabulary which shows a comparison between various types of contextual learning.  The resource is a bit dry, but does support the importance of contextual learning.
Additionally, I found a website owned by Ollie Bray which supports this connection of dots.  His ebook http://www.slideshare.net/Microsofteduk/playful-learning-computer-games-in-education is insightful.  I particularly liked the following quote:  "These factors combined with the knowledge that good teachers have always used games and play in their classrooms from the early years "play-based" curriculum to the multiple-choice games and simulations that are found within many secondary /highschools." (Bray, pg 6).
 
Citations:
Ali, Z.  "The effectiveness of using contextual clues, dictionary strategy and computer assisted landguage learning (CALL) in learning vocabulary." Academia.edu.  http://www.academia.edu/1177505/THE_EFFECTIVENESS_OF_USING_CONTEXTUAL_CLUES_DICTIONARY_STRATEGY_AND_COMPUTER_ASSISTED_LANGUAGE_LEARNING_CALL_IN_LEARNING_VOCABULARY 
Arnseth, H.C. "Learning to play or playing to learn - A critical account of the models of communication informing educational research on computer gameplay." The International Journal of Computer Game Research. Vol. 6 No. 1.  2006  http://gamestudies.org/0601/articles/arnseth
Bray, O.  "Ollie Bray creativity and innovation in learning." http:\\www.olliebray.com 
E-Pals Inc.  "e-Pals Where learners connect."  http://www.corp.epals.com/ 
 
 
 

 

Week #11 - Final Draft of Monongah - A Word Game

This is level 1 of my game

Scratch | Project | Monongah Word Search_Final Revision

I have incorporated directions as was requested.  I have also made my miner.  Perhaps not the most creative guy, but I think he's cute.  He provides some guidance in how to begin the game, does he need to remain during the word search?  I want to make him appear when the first level is complete as well as at the beginning and end of level 2.

I have a random error.  Some of the letters do not reappear when you click the green flag.  There is some commonality in some of the letters, but their reappearance appears to be random.  Does anyone have any thoughts?

I'm looking forward to exploring your revisions as well.  This has been challenging, time consuming and FUN!

Thanks
Jane