In one of my other classes, COMM 180, we were asked to do an assignment concerning video games and the amount of time Americans spend playing them. In an article in the CQ Researcher, author Sarah Glazer connected literacy with video gaming. I was initially shocked and unconvinced. How can playing fantastical games, with goals of slaying dragons, constitute as educational let alone a catalyst to higher literacy? The two just don't fit. However, upon reading further I could see certain persuasive points made. Glazer points out that by playing these complex games, which usually involve a unique language players must learn, gamers deal with complex languages, learn to decode them and apply them to real life.
Apparently, some colleges are even using games like "Second Life" to their advantage, having the alternate reality as the setting for their courses, with fun avatars teach the class, with the instructors voice of course. This seems enjoyable yes, by far more enjoyable than some lectures I've had, but educational? Still not so sure.
What really convinced me however was the connection made in gaming with failure and success. Gamers fail constantly, but keep trying. Students on the other hand can even be afraid to raise their hand to try and answer a question in fear of failure and consequential embarrassment. In this way gamers have the advantage.
What do you think, can video games be connected to higher literacy? Or is this idea totally garbage?
Glazer, S. (2006,November 10). Video games. CQ Researcher, 16, 937-960. Retrieved from http://library.cqpress.com/cqresearcher/document.php?id=cqresrre2006111000&type=hitlist&num=0
Remembering Nikki Giovanni
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Yolande Cornelia “Nikki” Giovanni Jr. was an American poet, writer,
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7 comments:
I think when you initially take a first glance at the concept, you immediately denounce it. At least, that was my first thought regarding video games having any influence on literacy. But I think Sarah Glazer makes a few excellent points in her article. You have to be mindful of the production of a video game. Just like an author writing a book or a movie being written/produced, there is a good amount of background information that is involved. Given the complexity of some of the background knowledge and research, whether it be about history or just familiarizing one-self with scientific practices, we are conveyed that knowledge through the author's (video game) story. Children, teenagers, and young adults, are more than likely to retain some of that knowledge and be able to use it to their advantage through life. Now I do realize that most video games are not true stories and this does not help support my theory involving history. But, often times connections can be made through characters, setting, and theme. Furthermore, if a student is reading a play or novel in class, they may be assert these attributes they've been exposed to via any video game.
As Glazer's article points out, video game users often decode and apply knowledge learned to real life situations. And even continuing upon that, I can agree that even though the video games in general may not be the best influence with content, possible exposure to increased literacy is a very helpful tool. I would rather have that option of gaining some educational material than not have that option at all.
Video games are very controversial to different people. I, myself, play video games! Honestly, I never really thought they were worth a second glance until I picked up a controller and started playing. Video games take on a new complexity and they take time to evolve within our society. When it comes to higher literacy, I'm not sure if I can say they play a big part in that role.
Video games are in use for communication and today players from all over the world can communicate with each other. The communication can then lead to teamwork and a building for success (pertaining to the certain video game). Video games could be a new source for gaining better communication strategy's but only to better one's personal use of communication. As for academics...I don't think video games give that exact push to strive further though collaboration (as stated earlier) with others is very important!
I think video games are fun and sometimes they do help us to gain certain knowledge. Some video games help us think a little outside the box. Others challenge us to realize the small details of how a story will unfold. They are quite interesting and can be of use when thinking strategically throughout the course of a game. I think it's just how someone looks at the video game as a whole. It's another way of being creative and taking control and communicating with others to "win" or "be triumphant" in the game at the end.
I think there is some truth behind what Sarah Glazer is saying in her article. I definitely believe that video games force problem-solving on kids. They can then apply those skills to real life situations. Also, the point about experiencing failure in video games is really interesting. There could definitely be a correlation between students' lack of fear in classroom participation (because of failure) and experiencing failure in video games.
I don't completely agree with the whole literacy being learned through video games. I had this class as well and remember this assignment. Personally, this seems to be a topic I constantly come across. Growing up, my parents bought me and my siblings computer games, like Where in the World is Carmen Sandiego?, to learn about geography, math, and English instead of buying us a Nitendo. Video games that mainly focus on academics are understandable for teaching children, but violent video games just improve problem solving and other traits, not literacy. This sounds bad, but I feel like I learned how to drive from Need For Speed. At least the concept of driving, like acceleration and braking. Providing instructions is not teaching literacy because if the child cannot read it, what's the point?
DISCLAIMER: I am very biased against video games, proceed with caution.
The talk of video games improving literacy or life skills is, for the most part, absurd. I rarely play video games but when i play Call of Duty I don't make elaborate plans how to win, I just run around and shoot people. When I play sports games I don't get out a white board and draw plays that will ensure my victory, I just putz around. While there are some educational games, like the ones for kids that openly ask math questions, the video games kids play are mindless entertainment. Yes, the military might use games for training, but what does that have to do with learning how to read or write? It is my biased opinion that this argument is brought up by people who love video games and want to play them without people yelling at them to study so they say, "Hey! I am studying, I'm learning how to survive a zombie apocalypse... duhh"
I think it's easy to dismiss video games as non-educational. I absolutely love debating about video games. I used to be a gamer before I came to college and I know what the culture is like. Videos like these essentially give words to my thoughts.
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
http://www.ted.com/talks/ali_carr_chellman_gaming_to_re_engage_boys_in_learning.html
This is to Kyle's response. What if in COD you had to talk strategy with three other players on how to beat a computer level with certain tools, maps, and information to beat it and if you beat it on the first try you would get an A, second B and so on. would you maybe take it a little more seriously and apply real life problem solving skills and comprehension? I know I would.
As someone with my highest level of video games being an N64, I think if done in context and correctly computer games are a great tool to help kids become more interested in a subject and help them learn. I do not think it should every be a primary source for education.
I am not even sure how one would construct a game that is fun, and educational in terms of learning language at a higher level than reader rabbit, but I am sure there are people out there who can do it
The complexity that some video games take on nowadays I don't see how they are completely useless in helping develop some sort of educational tools but as I said it should be a secondary source, and not take up five hours a day of ones time
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