Leave it to the serendipity of the web to point me in the direction of this article on gender and video games. I was reviewing the blog posts thousands of individuals (1,980 individuals, to be exact) contributed on Ada Lovelace Day (March 24), when I came across a reference to "Crossing the (Gender) Divide." Who would have thought that Delta Sky, the magazine you find in the seat pocket of Delta Air Lines flights, would have an article on gender and video games? Here's an excerpt from that piece:
Many of today's video games are shedding their decidedly male "skins" and reaching out to female players with both avatars and themes designed specifically for "girl gamers." And that's just the beginning. Avid gamers of the "gentler persuasion" are heading back to the classroom to earn advanced degrees in computer programming so they can create the games they, and others like them, have dreamed about playing.
The end of the piece includes a "Chick Click" site, which includes links to "chick-friendly" video game-related sites. One of those links leads to a hard-core girl gamer site - Frag Dolls. Learn more about these tech-savvy females here.
Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts
Sunday, March 29, 2009
Wednesday, March 25, 2009
Video Games and Pauline Kael
Earlier I was pondering the idea of borrowing from the art world to better understand virtual worlds. At Pop Matters, L. B. Jeffreys questions whether video games need a critic like the late Pauline Kael. Kael was a film critic and regular contributor to The New Yorker. In her work, Kael was against any particular set of rules or guidelines for art or criticism. Instead, her belief was that the only requirement was to astonish the viewer/reader. As Jeffreys points out, though, the problem with video game criticism today is that it doesn't serve to generate any enthusiasm or appreciation for the games. Are we being too academic in our interpretation of video games (and virtual worlds)? Should we be following Kael's lead and attempt to undo the intellectual approach of analysis?
Labels:
Pauline Kael,
The New Yorker,
video games,
virtual worlds
Monday, January 19, 2009
Bits of Honey
Just returned from Chicago and head out to Colorado later in the week. While I've been jet setting, here's what's been happening in the world of elearning, the Web 2.0, and the publishing industry...just to name a few.
eBooks
eBooks
- “I’m convinced...that students will read more and they will learn more, by using this medium [e-textbks].”http://tinyurl.com/84y5xm
- "So the eBook has landed. The printed book is not disappearing either..." http://tinyurl.com/88atvz
- Narrative is currently the "first and only literary magazine on Amazon’s Kindle." http://narrativemagazine.com/node/7786
- It's definitely not a good time to be a new college grad. http://tinyurl.com/894jfh
- The $$ being spent on instruction is going down, yet the $$ being spend on admin and support is going up. http://tinyurl.com/8xqvqd
- 21st-century learning - "Every kid needs to be able to critically think and problem-solve." http://tinyurl.com/7tktsv
- Rethinking higher ed: Kaplan U. - "learning online is a way to develop talent that could otherwise go to waste." http://tinyurl.com/8a7onx
- Sesame Street helped transform TV into a learn. tool & now mobile technologies are showing "enormous potential." http://tinyurl.com/9k98dl
- Florida Virtual School & U. of Central Florida have created the "first-of-its-kind training": virtual internships. http://tinyurl.com/846j4v
- Mobile Devices Seen as Key to 21st-Century Learning
- Pockets of Potential: Using Mobile Technologies to Promote Children’s Learning
- John McMurtrie - editor of the San Francisco Chronicle book review section - has plans to save it from the "deteriorating" publishing world. http://tinyurl.com/8kzkt9
- "The days of a 'newsmagazine of record'...are long gone." http://tinyurl.com/a37992
- "The National Enquirer and Star could theoretically be out of business within weeks." http://tinyurl.com/a8nbmu
- Reading on the Rise: 1st time in 25 yrs an "increase in rates and numbers of American adults who read literature.” http://tinyurl.com/9hyezd
- When you use your kids as your research subject, you get to sign your own informed consent forms. Hmm....http://tinyurl.com/6tz298
- "The academic fast track has a bad rep...unrelenting wk hrs that allow little/no room for a satisfy. family life.” http://tinyurl.com/85jdgb..
- "Cellular telephones are perhaps the biggest threat to survey data that epidemiologists have confronted in years." http://tinyurl.com/8wsoko
- New Pew Report: The media may focus on young people's use of social networking sites, but the heavy users are adults. http://tinyurl.com/763vaf
- The latest on the Burger King-Facebook ad campaign: Facebook Blows A Whopper Of An Opportunity
- "The URL and passcode [for a free Carl's Jr. burger promo] spread faster than a Paris Hilton homemade porno." http://tinyurl.com/8wt7tv
- "Bullying among children...poses a far more serious challenge than the sexual solicitation of minors by adults." http://tinyurl.com/7hd3kc
- "By becoming entangled in...more social networks online, people are building up their own piles of revealing data." http://tinyurl.com/8npflk
- It's not just for entertainment anymore! YouTube is now a reference search tool. http://tinyurl.com/8rtver
- YouTube's attempt at launching a "TV Website” for Wii & PS3 video game consoles. http://tinyurl.com/a9xbfr
- For Yahoo, "buying Hulu would be a strategically relevant acquisition for the company." http://tinyurl.com/77b8fo
- "As the 111th Congress kicks into gear, many of your elected leaders are starting their own YouTube channels." http://tinyurl.com/6semt5
- TweetNews uses what’s most popular on Twitter as an index for determining the importance of news stories. http://tinyurl.com/92m6gh
- View digital reproductions of some of the Prado's "best loved masterpieces" through Google Earth. http://tinyurl.com/8h4xcv
- "The lines between the cell phone market’s 'mobile gaming' and true portable gaming are starting to blur." http://tinyurl.com/9wtzlr
- “WARNING: Excessive exposure to violent video games & other violent media has been linked to aggressive behavior” http://tinyurl.com/7834ku
Labels:
ebooks,
elearning,
publishing,
social networking sites,
video games,
virtual worlds,
Web 2.0,
writing
Friday, January 2, 2009
Video Games - Are They the Solution?
In the current (January 1, 2009) issue of Scientific American, Larry Greenemeire ponders whether video games may be the solution to today's educational problems. According to Greenemeire, video games are popular with young people, and it is likely that the attraction to this form of entertainment will continue to grow. The author points to examples of successful educational game-like environments such as Chris Dede's River City project. Many educators, like Dede, contend that these multi-user virtual environments (MUVEs) support critical thinking skills and foster interest in science and math. Further, technology proponents suggest that students have different learning styles, and this diversity is not always taken into account in the physical classroom setting. Thus, Greenemeire highlights the claims that MUVEs present students with multiple ways of learning. While educators do not believe that video games will replace traditional education, Greenemeire does conclude that "research into the effectiveness of video games as learning tools indicates that classrooms of the future will certainly include a virtual component." However, a common theme presented throughout the literature on video games, virtual worlds, and education is that more empirical research is needed. Currently, there are more questions than answers when it comes to determining the learning outcomes associated with virtual environments.
It is worth mentioning that the ideas presented by Greenemeire are based on work that appears in a special online collection of Science - one that focuses on education and technology. [NOTE: Science is one of those access via subscription only publications. Many libraries pay for an online subscription to this publication, and patrons can access the full-text articles for free.]
It is worth mentioning that the ideas presented by Greenemeire are based on work that appears in a special online collection of Science - one that focuses on education and technology. [NOTE: Science is one of those access via subscription only publications. Many libraries pay for an online subscription to this publication, and patrons can access the full-text articles for free.]
Labels:
Chris Dede,
education,
River City,
video games,
virtual worlds
Friday, December 12, 2008
Gaming and Gender
Williams, Consalvo, Caplan, and Yee have produced a piece (pre-pub version) that touches on the gaming and gender issue. As you may recall, Williams, Caplan, and Yee published in July 2008 an article that attempts to debunk the gamer gender stereotype. In other words, the image of a young boys playing video games alone in their parents' basement is no longer an accurate one. The latest article, which has been accepted to the Journal of Communication takes a more obvious gender approach due to its use of gender role theory as a lens with which to view the data. The data used in this analysis came from a large survey dataset and unobtrusive behavior data from one year of game play. The focus of this work was on the massively multiplayer online game (MMOG) EverQuest 2 (EQ2), and the primary research question centered around the basic differences between male and female EQ2 players.
Starting with some of the demographics, 80% of the sample were male (N=2,006) and 20% were female (N=434). Williams et al. found that the females were older, less likely to be students, less likely to be employed, but played more hours than their male counterparts. Females played for social reasons, but the males played to beat the game. Also, the females typically played with a romantic partner, whereas the males played alone. In cases where the males and females played together, the males were often less happy than the females. Why? Maybe the males felt like their space was being invaded? Maybe they didn't like their female partners interacting with other male players? Maybe the females were as skilled (if not more so) than the males, and they didn't like being shown up by their partners? Questions, lot of questions.
There's more. Both genders underreport the amount of time they play video games. However, the female players underreported their gameplay activities at a substantially higher rate than the males. In terms of the players health, the males thought they were healthy and fit. Interestingly, even though the females played for longer periods of time, which means they were engaged in prolonged periods of sedentary activities, the females were actually healthier than the males. The health and fitness levels of the males were aligned with the assumptions but the female levels were not. Could this be the result of inaccurate self-reports by the females? The authors claim that more research is needed to further investigate this issue.
One demographic question the authors asked was related to sexual identification, which produced, according to Williams and his colleagues, unpredicted results. The analysis found that female players were more more likely to report being bisexual; in contrast, males were less likely to report being homosexual. These findings were surprising in that they did not match the general population estimates. Almost 4% of the males and approximately 7% of the females declined to respond to the question put forth by Williams et al., so the difference between the EQ2 players and the general population estimates could be even more pronounced.
Gender differences among individuals who venture into virtual worlds is a rather untapped area. Thus, research like the Williams et al. study is important to further our understanding of gameplay activity. This is a first step, and more research is definitely needed to investigate the plethora of questions that remain. Are EQ2 players unique or do they share characteristics with World of Warcraft (WoW) players or even Second Life (SL) residents? Longitudinal research is needed as well to determine whether these characteristics represent a snapshot in time or whether they persist over extended periods of gameplay in virtual environments that continue to evolve.
Starting with some of the demographics, 80% of the sample were male (N=2,006) and 20% were female (N=434). Williams et al. found that the females were older, less likely to be students, less likely to be employed, but played more hours than their male counterparts. Females played for social reasons, but the males played to beat the game. Also, the females typically played with a romantic partner, whereas the males played alone. In cases where the males and females played together, the males were often less happy than the females. Why? Maybe the males felt like their space was being invaded? Maybe they didn't like their female partners interacting with other male players? Maybe the females were as skilled (if not more so) than the males, and they didn't like being shown up by their partners? Questions, lot of questions.
There's more. Both genders underreport the amount of time they play video games. However, the female players underreported their gameplay activities at a substantially higher rate than the males. In terms of the players health, the males thought they were healthy and fit. Interestingly, even though the females played for longer periods of time, which means they were engaged in prolonged periods of sedentary activities, the females were actually healthier than the males. The health and fitness levels of the males were aligned with the assumptions but the female levels were not. Could this be the result of inaccurate self-reports by the females? The authors claim that more research is needed to further investigate this issue.
One demographic question the authors asked was related to sexual identification, which produced, according to Williams and his colleagues, unpredicted results. The analysis found that female players were more more likely to report being bisexual; in contrast, males were less likely to report being homosexual. These findings were surprising in that they did not match the general population estimates. Almost 4% of the males and approximately 7% of the females declined to respond to the question put forth by Williams et al., so the difference between the EQ2 players and the general population estimates could be even more pronounced.
Gender differences among individuals who venture into virtual worlds is a rather untapped area. Thus, research like the Williams et al. study is important to further our understanding of gameplay activity. This is a first step, and more research is definitely needed to investigate the plethora of questions that remain. Are EQ2 players unique or do they share characteristics with World of Warcraft (WoW) players or even Second Life (SL) residents? Longitudinal research is needed as well to determine whether these characteristics represent a snapshot in time or whether they persist over extended periods of gameplay in virtual environments that continue to evolve.
Labels:
EverQuest,
gender,
Second Life,
video games,
World of Warcraft
Monday, December 8, 2008
Adults, Video Games, and Contradictions
Pew just released a new report that focuses on adults and their video game playing activities. The data were collected October - December 2007 as part of a gadget survey. Information on video games is very popular, and it is surprising that it took Pew almost a year to process these results. This is a rapidly changing area, so I wonder whether the figures present an accurate assessment of the current population?
Regardless, the findings do represent at the minimum a snapshot in time of video games and the adults who play them. Here are some of the numbers:
Questions: One question I have is related to the findings about virtual worlds. According to this Pew report, only 2% of gamers say they visit virtual worlds like Second Life (SL); 11% of teen game players responded that they have visited a virtual world. However, in an earlier Pew report on video games and teens, the percentage of teens visiting these worlds was 10%. A rounding error? The other numbers mentioned in the two reports match.
Next, Williams, Yee, and Caplan (2008) recently surveyed EverQuest (EQ) players. Their data from 7,000 participants suggests that the average of of game players is a little over 31 years of age. Stated another way, these researchers found that more players were over 30 than in their teens or in the college age range. So, are the game players younger or older? Like the current Pew study, however, Williams and his colleagues found that game play increases with age.
Another question deals with gender. The survey conducted by Williams et al. found that a large percentage of game players are male - 81% male in contrast to 19% female. The Pew findings were more balanced at 55% male and 50% female. Who's right? Or, is there a right answer? Is it possible to get an accurate assessment of video gamers given that it's difficult, if not impossible, to survey the entire population?
Regardless, the findings do represent at the minimum a snapshot in time of video games and the adults who play them. Here are some of the numbers:
- 53% of adults (age 18+) play video games. In fact, the 18-29 age bracket includes the largest percentage of game players.
- While the younger generations are more likely to play video games than older groups, the length of game play time increases with age.
- A slightly higher percentage of males play video games than females, 55% to 50% respectively.
- A higher percentage of students play game in comparison to non-students - 76% vs. 49%.
- Younger people prefer to play video games on consoles, whereas older individuals prefer games on a computer.
- Parents are more likely to play video games than non-parents.
Questions: One question I have is related to the findings about virtual worlds. According to this Pew report, only 2% of gamers say they visit virtual worlds like Second Life (SL); 11% of teen game players responded that they have visited a virtual world. However, in an earlier Pew report on video games and teens, the percentage of teens visiting these worlds was 10%. A rounding error? The other numbers mentioned in the two reports match.
Next, Williams, Yee, and Caplan (2008) recently surveyed EverQuest (EQ) players. Their data from 7,000 participants suggests that the average of of game players is a little over 31 years of age. Stated another way, these researchers found that more players were over 30 than in their teens or in the college age range. So, are the game players younger or older? Like the current Pew study, however, Williams and his colleagues found that game play increases with age.
Another question deals with gender. The survey conducted by Williams et al. found that a large percentage of game players are male - 81% male in contrast to 19% female. The Pew findings were more balanced at 55% male and 50% female. Who's right? Or, is there a right answer? Is it possible to get an accurate assessment of video gamers given that it's difficult, if not impossible, to survey the entire population?
Labels:
age,
EverQuest,
gender,
Pew reports,
video games
Friday, November 14, 2008
Games, Other Media Forms, and Convergence
Games and other forms of media are converging. Sara de Freitas and Mark Griffiths (2008) review the literature on this trend to examine the ways games are converging with other media. These authors divide their discussion into three sections:
Next, the authors note the convergence that's taking place between computer gaming and the Internet. This has trend has its roots in the early text-based worlds of MUDs and MOOs. In terms of educational possibilities associated with this movement, de Freitas and Griffiths claim that educational studies of digital games are in the nascent stages.
The final convergence category described by the authors is games and mobile devices, including mobile augmented reality (MAR). Mobile technologies are very popular, and some institutions are using mobile phones in particular to distribute course content. Further, work on technologies that will enable individuals to access virtual world such as Second Life via a mobile phone are underway. Based on this, it is likely that educators will soon be experimenting with the combination of course content delivery in SL via a mobile phone.
What do all three of these convergence trends have in common? According to de Freitas and her colleague, they place greater emphasis on the learner, provide more opportunities for horizontal learning (e.g., peer-to-peer learning per Wenger, 1998), and enable more social interaction among learners. This notion of learners as the producers of content (and not merely consumers) contradicts the thoughts of Jakob Nielsen (1993) who stated that users are not designers.
The study of games for educational purposes is relatively new. And, I would argue that even less work has been done to investigate the meaning of this convergence in terms of teaching and learning. This article by de Freitas and Griffiths provides a glimpse into this area of research that will hopefully expand rapidly, so educators will be able to take advantage of the possibilities associated with these blended virtual environments.
- Gaming and cinema;
- Gaming and the Internet; and
- Gaming and mobile devices.
Next, the authors note the convergence that's taking place between computer gaming and the Internet. This has trend has its roots in the early text-based worlds of MUDs and MOOs. In terms of educational possibilities associated with this movement, de Freitas and Griffiths claim that educational studies of digital games are in the nascent stages.
The final convergence category described by the authors is games and mobile devices, including mobile augmented reality (MAR). Mobile technologies are very popular, and some institutions are using mobile phones in particular to distribute course content. Further, work on technologies that will enable individuals to access virtual world such as Second Life via a mobile phone are underway. Based on this, it is likely that educators will soon be experimenting with the combination of course content delivery in SL via a mobile phone.
What do all three of these convergence trends have in common? According to de Freitas and her colleague, they place greater emphasis on the learner, provide more opportunities for horizontal learning (e.g., peer-to-peer learning per Wenger, 1998), and enable more social interaction among learners. This notion of learners as the producers of content (and not merely consumers) contradicts the thoughts of Jakob Nielsen (1993) who stated that users are not designers.
The study of games for educational purposes is relatively new. And, I would argue that even less work has been done to investigate the meaning of this convergence in terms of teaching and learning. This article by de Freitas and Griffiths provides a glimpse into this area of research that will hopefully expand rapidly, so educators will be able to take advantage of the possibilities associated with these blended virtual environments.
Labels:
cinema,
education,
Internet,
mobile devices,
Sara de Freitas,
video games
Monday, November 10, 2008
Will the Real Gamers Please Stand Up
When many people think about video gamers, the first image that comes to mind is the pasty teenage boy sitting in his parents' basement. But how accurate is that? Williams, Yee, and Caplan (2008) conducted a survey of 7,000 EverQuest 2 (EQ2) players. With the blessing of Sony Online Entertainment, the game operator, the authors were also able to collect in-game behavioral data. This is quite an accomplishment given that game operators are typically reluctant to provide gamer data to researchers. The goal was to combine the self-reports with the in-game data collected by the game operator to examine player motivation, as well as the mental and physical health of the players. Demographic data was collected via the survey instrument. The research approach taken by the group led by Williams differs from the common tactic. Typically, this type of research involves single-player computer lab sessions and self-report data.
Prior research suggests that there are physical and mental health risks associated with video game play. For example, a study by Anderson et al. released last week found a connection between aggressive physical behavior and video game playing among children. Williams and his colleagues wanted to determine the accuracy of some of the earlier findings about video game play and assess the characteristics of the players themselves.
For the most part, the Williams et al. findings contradict earlier research.
Prior research suggests that there are physical and mental health risks associated with video game play. For example, a study by Anderson et al. released last week found a connection between aggressive physical behavior and video game playing among children. Williams and his colleagues wanted to determine the accuracy of some of the earlier findings about video game play and assess the characteristics of the players themselves.
For the most part, the Williams et al. findings contradict earlier research.
- Play time: ~26 hours/week (among all players)
- Average age: 31 years old [older players played more than younger; there were more older players in general]
- Gender: 81% male; 19% female [however, adult females logged in more hours]
- Race: Whites and Native Americans played more video games
- Income and education: Players were wealthier and more educated
- Religion: Players were less likely to be religious
- Media Use: Players spend less time watching television and reading newspapers
- Physical health: EQ2 players were slightly overweight but less so than the national average
- Mental health: Higher levels of depression, especially among the female players; higher levels of substance abuse; lower levels of anxiety
- Role playing: A fringe activity
- Why are there inaccurate stereotypes?
- Why are older females playing at higher rates than younger males?
- Why are EQ2 players healthier than the general population?
- Why do minorities play video games at lower rates than other groups?
- Why are players less religious than non-players?
- Why are mental health problems more prevalent in players than in non-players.
Monday, November 3, 2008
Violence and Video Games
A new study posted today to Pediatrics examines the longitudinal effects of violent video games on the physical aggression levels of young players. The players under investigation were based in the U.S. and in Japan. In both locations, playing video games is a popular activity among young people (e.g., here and here). Anderson and his colleagues wanted to assess the impact exposure to violent video game had in high- (U.S.) and low- (Japan) violence cultures. Two samples included Japanese teens ages 12-18; the third sample included U.S. young people ages 9-12.
The findings suggest that habitual exposure to violent video games early in the school year predicted later physical aggression in the study participants. This was true for the U.S. (an individualistic culture and the two Japanese (a more collective culture) groups, but less so (but still significant) for the older teens. This contradicts an alternative hypothesis that only aggressive children are affected by repeat exposure to violent video games.
While extreme violence was rare among the participants of this study, the findings of the Anderson et al. study are important because, as these authors note, youth violence accounts for many deaths. As a Surgeon General's report on youth violence states, homicide is the leading cause of death for Blacks between the ages of 10-24, and the second leading cause of death for young Hispanics.
What does this mean for researchers who are using controversial games such as Grand Theft Auto: San Andreas for educational purposes? Much of this research is conducted with disadvantaged youth whose lives are filled with poverty, drug use, and violence. By adding a violent video game to the mix, are we as educators placing these young people in even more danger? While these games are appealing to students and may foster the acquisition of certain skills (literacy, technological, decision-making, etc.), are the potential risks worth it? As Anderson et al. contend, more research is needed. However, their findings thus far are enough to make educators approach the integration of violent video games into the curriculum with caution.
The findings suggest that habitual exposure to violent video games early in the school year predicted later physical aggression in the study participants. This was true for the U.S. (an individualistic culture and the two Japanese (a more collective culture) groups, but less so (but still significant) for the older teens. This contradicts an alternative hypothesis that only aggressive children are affected by repeat exposure to violent video games.
While extreme violence was rare among the participants of this study, the findings of the Anderson et al. study are important because, as these authors note, youth violence accounts for many deaths. As a Surgeon General's report on youth violence states, homicide is the leading cause of death for Blacks between the ages of 10-24, and the second leading cause of death for young Hispanics.
What does this mean for researchers who are using controversial games such as Grand Theft Auto: San Andreas for educational purposes? Much of this research is conducted with disadvantaged youth whose lives are filled with poverty, drug use, and violence. By adding a violent video game to the mix, are we as educators placing these young people in even more danger? While these games are appealing to students and may foster the acquisition of certain skills (literacy, technological, decision-making, etc.), are the potential risks worth it? As Anderson et al. contend, more research is needed. However, their findings thus far are enough to make educators approach the integration of violent video games into the curriculum with caution.
Labels:
aggression,
Japan,
Pew reports,
United States,
video games,
violence
Thursday, October 23, 2008
Games for Education and Social Change
Mary Flanagan, a professor of film and media studies at Dartmouth College, believes that video games can be used in the classroom. At present, Flanagan is involved with the Games for Learning Institute to examine ways to effectively use video games to teach math and science to middle school children. If that isn't enough, she is also the director and founder of a research group at Dartmouth that designs social activist games - Tiltfactor.
While there are substantial barriers to the adoption of games for educational purposes - the steep learning curve being a big one - Flanagan contends that there are benefits to the students. She notes that games enable players to make decisions, engage in exploration activities, and experiment with novel approaches to problem-solving in a "safe" environment. The work Flanagan does is also attempting to capitalize on what young people do when using technology - searching and socializing. Overall, Flanagan and the Games for Learning Institute hope to better understand what makes video games engaging and what aspects of them players like.
While there are substantial barriers to the adoption of games for educational purposes - the steep learning curve being a big one - Flanagan contends that there are benefits to the students. She notes that games enable players to make decisions, engage in exploration activities, and experiment with novel approaches to problem-solving in a "safe" environment. The work Flanagan does is also attempting to capitalize on what young people do when using technology - searching and socializing. Overall, Flanagan and the Games for Learning Institute hope to better understand what makes video games engaging and what aspects of them players like.
Labels:
Games for Learning Institute,
research,
video games
Saturday, October 18, 2008
Video Game Myths
Many scholars are excited about the potential of video games to promote learning, but Fran Blumberg, a professor of education at Fordham University, takes a more reserved position. In fact, she is skeptical about the educational benefits associated with video games. While she admits that individuals acquire certain skills when they play these games, she questions the impact this will have in school. Further, Blumberg doubts that the skills acquired in these virtual environments will transfer elsewhere. Part of her reservations regarding games stems from the fact that the individual is the one in control when playing video games. However, when these same games are appropriated for school settings, the teacher then becomes the one in control. In other words, video games + school/class = not fun.
Blumberg recently presented these findings at a conference, and despite the enthusiasm for video games, the audience members were not surprised by her conclusions. While Blumberg is less enthusiastic about the teaching and learning potential of video games than her peers, she has not totally discounted them. She simply believes that educators need to better understand them before declaring them the savior of education.
Blumberg recently presented these findings at a conference, and despite the enthusiasm for video games, the audience members were not surprised by her conclusions. While Blumberg is less enthusiastic about the teaching and learning potential of video games than her peers, she has not totally discounted them. She simply believes that educators need to better understand them before declaring them the savior of education.
Wednesday, October 8, 2008
Video Games and Math
The New York Times must have a video game theme this week. First, there was the article suggesting that video games were the new reading (or could lead to harder types of activities such as reading). The latest piece in this "series" profiles a video game to designed to promote the learning of algebra. Dimension M, which is touted as a "modern twist on the game show 'Jeopardy'," is a three-dimensional game where pre-algebra and algebra students complete missions within the virtual world setting. According to the Dimension M website, "Students become so captivated in solving problems that they forget they're learning but they don't forget what they've learned."
Using video games and virtual worlds to teach math is nothing new. Elliott and his colleagues (2002) created a game called AquaMOOSE. Like Dimension M, the purpose of AquaMOOSE was to "facilitate new kinds of math learning" (Eliiott et al., 2002). In the end, however, there were no statistically significant differences between the control group (traditional curriculum) and the experimental group (students who were able to use AquaMOOSE during classroom lab sessions). Moreover, some students in the experimental group claimed that the game confused them even more than the text-based lessons. Wonder if the outcome for Dimension M will be different?
As the most recent NYT article notes, the key question is whether video games can effectively teach math and other topics. Research initiatives at the Games for Learning Institute (G4LI), which is based at New York University, will concentrate on the use of games to teach math and science in middle school classrooms. Like the other programs, the goal of the G4LI games is to determine what is fun for children and tie that to what they are learning. Making learning fun is something that scholars such as Barab and his colleagues having been working on for several years with the Quest Atlantis project.
While the cost of Dimension M between $10 and $20 per child range , so far, the reports from schools using the game are positive. Principals are claiming that students are playing the games at home and after school. They also note that the game has reduced math phobia. And finally, the students contend they are studying more, because they want to play the game.
One thing the article doesn't discuss is how much of this enthusiasm toward the game is the result of a novelty effect. This isn't surprising because even results presented in peer-reviewed journals don't. I'm sure the G4LI group will be researching the reactions to the game over time, as well as the resulting student learning outcomes. It will be interesting to see whether the results of this project differ from ones such as AquaMOOSE.
Using video games and virtual worlds to teach math is nothing new. Elliott and his colleagues (2002) created a game called AquaMOOSE. Like Dimension M, the purpose of AquaMOOSE was to "facilitate new kinds of math learning" (Eliiott et al., 2002). In the end, however, there were no statistically significant differences between the control group (traditional curriculum) and the experimental group (students who were able to use AquaMOOSE during classroom lab sessions). Moreover, some students in the experimental group claimed that the game confused them even more than the text-based lessons. Wonder if the outcome for Dimension M will be different?
As the most recent NYT article notes, the key question is whether video games can effectively teach math and other topics. Research initiatives at the Games for Learning Institute (G4LI), which is based at New York University, will concentrate on the use of games to teach math and science in middle school classrooms. Like the other programs, the goal of the G4LI games is to determine what is fun for children and tie that to what they are learning. Making learning fun is something that scholars such as Barab and his colleagues having been working on for several years with the Quest Atlantis project.
While the cost of Dimension M between $10 and $20 per child range , so far, the reports from schools using the game are positive. Principals are claiming that students are playing the games at home and after school. They also note that the game has reduced math phobia. And finally, the students contend they are studying more, because they want to play the game.
One thing the article doesn't discuss is how much of this enthusiasm toward the game is the result of a novelty effect. This isn't surprising because even results presented in peer-reviewed journals don't. I'm sure the G4LI group will be researching the reactions to the game over time, as well as the resulting student learning outcomes. It will be interesting to see whether the results of this project differ from ones such as AquaMOOSE.
Monday, October 6, 2008
A Gateway Drug for Literacy?
Do video games lead children to reading? An article in The New York Times suggests that some librarians, educators, publishers, etc. believe they do.
I agree that video games may foster certain types of learning and may help children acquire digital literacy skills; however, I'm skeptical that having a video game tournament at the library or bookstore will result in long lines of gamers at the check-out line.
I agree that video games may foster certain types of learning and may help children acquire digital literacy skills; however, I'm skeptical that having a video game tournament at the library or bookstore will result in long lines of gamers at the check-out line.
Labels:
digital literacy,
literacy,
reading,
video games
Sunday, October 5, 2008
Locomotor Play
I'm reading a fascinating book by Temple Grandin and Catherine Johnson on animal behavior and autism. In the section on animals and play, the authors examine locomotor play, which includes running, leaping, and chasing. They mention goats as an animal that performs this type of action frequently. Part of the discussion involves children and video games (see p. 120). Many individuals and scholars think video games are bad for children. Eugene Provenzo, an education professor at the University of Miami , is an example of one of the more outspoken critics about the use of video games by children. He strongly believes that educators need to exercise great caution when incorporating games into the curriculum (e.g., Provenzo, 1991, 1992). Grandin is of the same mindset but for a different reason. She suggests that locomotor play is an important part of brain development. She points to the work of Piaget who also emphasized the importance of movement to learning.
Researchers know that locomotor play is important for the development of coordination skills. But what about it's impact on learning? If children are substituting video games for locomotor play, are they sacrificing learning as well as coordination?
Researchers know that locomotor play is important for the development of coordination skills. But what about it's impact on learning? If children are substituting video games for locomotor play, are they sacrificing learning as well as coordination?
Labels:
coordination,
learning,
locomotor play,
Piaget,
Provenzo,
video games
Friday, September 26, 2008
Young people and IT
Last week, Pew released a report about the pervasiveness of video games in the lives of today's young people - Teens, Video Games, and Civics. An earlier Pew report, one that concentrated on the gaming activities of college students, suggeted that the percentages were high: 70% of college students played digital games at least once; 65% were regular players. The latest numbers suggest that playing video games is a part of everyday life for almost all young people in America.
Here are some of the current numbers:
This reminds me of an chapter by Kurt Squire (2008) that explored the possibility of using Grand Theft Auto: San Andreas (GTA: SA) for educational purposes. In that study, Squire interviewed Caucasian and African American teens who were avid GTA: SA players. Based on his experiences with teens, Squire argues that "games could be an excellent bridging mechanism for disengaged students, particularly adolescent boys, many of whom are labeled ADHD and cause many problems at school" (p. 184).
Here are some of the current numbers:
- 99% of boys and 94% of girls play video games
- Younger boys are the most enthusiastic players; older girls are the least enthusiastic about these activities
- Gaming is a social activity - 65% of gaming teens play with other people who are physically in the same room
- Teens play video games with people they know
- Parents are more likely to monitor the game playing activities of boys and younger children
- 49% of teen players have seen "people being hateful, sexist, or racist" during their game play activities
- African American males were the least intense users
- African American females were the most intense users (often surpassing the male Caucasian Americans)
- African American females were more likely than Caucasian Americans to text message friends via cell phone
- Children whose parents had higher income and education levels had been using IT longer
- Children who had been using IT longer had higher grades in school; children who played video games more had lower grades in school
This reminds me of an chapter by Kurt Squire (2008) that explored the possibility of using Grand Theft Auto: San Andreas (GTA: SA) for educational purposes. In that study, Squire interviewed Caucasian and African American teens who were avid GTA: SA players. Based on his experiences with teens, Squire argues that "games could be an excellent bridging mechanism for disengaged students, particularly adolescent boys, many of whom are labeled ADHD and cause many problems at school" (p. 184).
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