Thursday, September 25, 2014

In-Class Blog - Educational Games Research

For the past two days, I have been looking up various sources to help myself better understand the connection between games and education and how to bridge the two together to create a game that is both fun and informative.  Below are just some of the sources that I have found.


     This short article gave me an understanding of taking the video game Pokemon - a game associated with traveling an in-game world and battling creatures with other creatures - and making video games that help with promoting learning and understanding basic fundamentals.  While only based in New York at the time of the article, the prospect of learning from video games is still a great source to teach children the fundamentals of different educational subjects.
     "Pokemon Introduces Software For Grades 3-6 Math, Science And ELA." Electronic Education Report 13.13 (2006): 7. Business Source Elite. Web. 25 Sept. 2014.


     The article "Using Virtual Reality with and without Gaming Attributes for Academic Achievement" discusses the educational value of using virtual reality verses using traditional, non-gaming methods.  Despite the study's result on language arts skills not finding a significant difference between the two, the study still showed that future games should take a more simulation-focused attitude and it should be integrated into future gaming tech.
     Vogel, Jennifer J., et al. "Using Virtual Reality With And Without Gaming Attributes For Academic Achievement." Journal Of Research On Technology In Education 39.1 (2006): 105-118. ERIC. Web. 25 Sept. 2014.


     This article goes into great detail about computer games and how learning through these digital games can become another resource for education.  It goes in-depth to discuss why computer games should be considered an option in education as well as acknowledging that there will be some dissenters who will insist on what the article calls "nineteenth-century methods of rote learning, telling, and testing".  Prensky, the article's author, does an excellent job in giving examples of how computer games could become a new and interactive way to educate children as well as how to go about making these games both engaging and fun while also being instructive and educational.
Prensky, Marc. "Computer Games and Learning: Digital Game-Based Learning."Handbook of computer game studies 18 (2005): 97-122.  Web.  25 Sept. 2014


     "Game Design as Narrative Architecture", an article written by Henry Jenkins, discusses the debate between narrative versus gameplay and how such a debate could help games become a more engaging, yet interactive medium.  While not necessarily related to education, he does bring up several good points throughout the article, including mentioning that "not all games tell stories" and uses different games to reiterate his points.  This article made me realize that while having a narrative isn't necessarily going to make or break a game, making sure to give the player an opportunity to feel like they are a part of the experience definitely made me ponder on gaming in general.
Jenkins, Henry. "Game design as narrative architecture." Computer 44 (2004): s3.  Web.  25 Sept. 2014


     "It's All in the Game" - a clever title to a clever article - focuses on the educators of today and how they can be certain that a child has the opportunity to develop necessary communication skills and talents.  Using a science teacher's use of a board game to teach children about the ecology of a rainforest as an example, the article continues into describing how games can allow children to express themselves in a more friendly way that allows kids to feed their curiosity about various topics and how games can be effective tools for education.
Collins, Kathleen M., et al. "It's All In The Game." YC: Young Children 66.2 (2011): 12-19. Education Research Complete. Web. 25 Sept. 2014.


     Finally, the article that I found the most interesting to read, "A Look Inside a MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills" discusses the benefits and increased number of various interactive mediums such as games and virtual environs over the past ten years.  It acknowledges that, while reports have not yet showed that the "design processes" needed to create various complex and intricate spaces of learning, there is great promise in using virtual media to promote creative learning using different design choices to match them with the appropriate educational instruction.  This gives hope to the future that traditional board games and video games, as well as gaming in general, can be used and widely acceptable forms of education.
Warren, Scott J., et al. "A Look Inside A MUVE Design Process: Blending Instructional Design And Game Principles To Target Writing Skills." Journal Of Educational Computing Research 40.3 (2009): 295-321. Education Research Complete. Web. 25 Sept. 2014.

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