Readings
Can computer games enhance earning and learning?
Does playing a computer game help you learn? If so what
and how? How about earn? If so, how much and how?
As you read this a UK gaming team is competing for prizes
worth more than $1m over the next six months. The 4Kings
team is taking part in six separate gaming events in Europe
and US all of which reward winners and runners-up with
cash prizes. The prize money for the Cyber X Games is $600,000
and multiplayer gaming is slowly evolving into a professional
sport. 4Kings has about 25 members, with squads arranged
around the games they play. Team members compete professionally
in Return to Castle Wolfenstein, Quake III, Warcraft III,
Unreal Tournament and CounterStrike. Like any other team
the players train together for several hours per day, have
coaches and refine strategies and tactics for the different
maps that the games are played on.
According to Donald Clark, CEO of the UK Epic Group gamers
also benefit from three types of learning: general skills,
contemporary skills and subject knowledge and skills. Lets
take the first two and examine what it might mean.
General skills developed by playing computer games
Literacy - accessing instructions and large amounts of
text
Numeracy - scoring, acquisition of objects and attributes with numerical value,
approximation and estimation are all integral to games
Communication - there's a surprising amount of games related discussion (inaccessible
to anyone over voting age) and exchange of ideas stimulated by such games
IT - web searching for additional features, sites and cheats and peer learning
erodes fear of hardware and software
Hand-eye co-ordination - a 30% increase in test of visual ability amongst regular
gamers according to University of Rochester research published this year
Strategy - strategically define, deliver and be responsible for a business,
city, environment or family! Try delivering that in a double period!
Contemporary skills developed by playing computer games
visual literacy - which has pre-eminence: the book or the screen?
open ended problem solving - you are given a challenge and off you go
handling multiple variables - the better you become the more you have to handle
embedded decision making - you are the decision-maker in the field: how do
you deploy your team?
emergent learning - the simulation of a theme park or a city or a family builds
on increasingly complex challenges with cause and effect shaping each twist
and turn
real life scenarios - you are the fire chief and the multi-storey is aflame
virtual environments - explore the Palace of Versailles room by room
multiple perspectives - switch roles and see the problem in a different light
search - if you're not happy with what's on offer look elsewhere
'no teacher' learning - it's just you and the help button!
safe rehearsal and self test - if you alone know the results then maybe you'll
give it your best shot
Subject knowledge and skills developed by playing computer games include all
the worthy subject stuff that we teachers do!
Are there any disadvantages? Yes! Most of us will earn
nothing at all from gaming and be faced with some expense.
Some of the opportunities to learn also contain inherent
problems:
Male predominance - most games are written by males for
other males and feature 'male' interests
Role models - predominantly action and outcomes focused, games are often peopled
by a narrow range of human types
Stereotyping - the game Hitman2 provoked an online petition signed by 10,000
who complained about the use of the Golden temple in Amritsar in the game
Solitude - games are played as an individual but in fairness multiplayer games
are the norm
Violence - violent behaviour is often, though not always, the mode of interaction
and is not contextualised. Violence can be 'normed'
cheats culture - it is permissible, and sometimes expected, to cheat
focus on winning - games designers use the concept of critical failure and
incremental feedback but winning is the key
expense - games budgets can be upwards of £5 million with similar marketing
spends and upwards investment shifts up expectations; education cannot realistically
compete
poorly designed games disappoint - many educational games have had limited
investment and it is reflected in their poor quality
scratch and sniff - persistence is a good learning quality, but with some games
the opt out is too easy
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