We frequently hear critics argue that U.S. students can’t write well and that there is a “literacy crisis” in the U.S. What is the origin of these discourses? What do they have to do with immigration, national security, and economics? How does the notion that Americans can’t write drive the national push to test writing? Here we explore the history of writing and testing in the U.S., the “science” and technology of testing approaches, and how the rhetoric of assessment impacts the lives of Americans today.

Monday, February 7, 2011

Video games and education

I know that this isn't exactly on topic with our most recent reading, but I came across an interesting article on CNN's website. It's called "How video games can make you smarter" and was written by Scott Steinberg. Steinberg says that video games are not a passive form of entertainment, like movies and television. Instead, the users are actively engaged by a video game. Certain games require strategy and the application of knowledge in particular situations.
He argues a few benefits of these games. First, Steinberg states that "interactive learning solutions" are used in some types of job training. For example, the Hilton Garden Inn actually trains their hospitality staff with a 3-D training game. This allows their employees to practice dealing with virtual guests before they are thrown into real-life situations. Second, he tells us about how video games are used to save lives. Health care providers sometimes use games as a form of practice. Without risking real human lives, they can apply their knowledge and work on making quick, correct decisions. Finally, Steinberg writes about how multiplayer games, such as World of Warcraft, encourage teamwork and collaboration.
While I agree with Steinberg that video games can be beneficial, I think it is worthy to note that video games need to be used in moderation. I don't think that Steinberg is encouraging video games to be the only way to teach and train. They are meant to be supplementary materials that further enhance the learning process. The transition from the video game practice to the real world scenarios is an important jump to make. If video games are not used sparingly, they can become too addictive and eventually detrimental to the educational goal.

Source: http://www.cnn.com/2011/TECH/gaming.gadgets/01/31/video.games.smarter.steinberg/index.html?iref=allsearch

4 comments:

Martin said...

I agree that video games can be used to facilitate learning and, in the context of our class, even literacy. Some don't tend to see writing or reading as problem solving, but in reality they both have huge problem solving components to them. Perhaps as we read a mystery novel, we are trying desperately to solve the mystery before the main character does, or maybe, we make predictions about what will happen to characters as we read. My point is that, whenever effective reading happens, problem solving usually plays a part. Writing in itself poses a problem to be solved. Though a writer may know the basic plot for a story, the process of writing that plot in an interesting way is a problem to be solved word by word.

Literacy may seem to present very different problems than video games for solving, but I would contend that problem solving is a skill that can be applied to many different situations. For instance, when in the process of solving a problem, knowing when to try a different method is an important instinct that is best developed through experience. After a student realizes that they need to design their rollercoasters differently in Rollercoaster Tycoon, after attempting the same design a few times, the same skill could transfer to critical analysis in reading or effective writing techniques.

I agree that video games are a supplementary to education that goes on between teacher and student. I don't think anything can truly substitute the learning that is capable between two (or thirty-two) people. But before we pull a child, student, or anyone else from a video game, we should consider the positive aspects of gaming.

The link I included deals with eight myths about video gaming. I think it's interesting to read as it debunks eight negative stereotypes associated with gaming.

http://www.pbs.org/kcts/videogamerevolution/impact/myths.html

Shawn Inglima said...

This post reminded me of this kid that was in my Child Development class in high school. Along with learning about a child's development, the class also taught a preschool class twice a week. There was this one four year old boy in particular that my other classmates and I called "The Brain." It may sound cruel at first, but he had this huge head with a blue vein visible on his forehead and was OBSESSED with video games. He would create scenarios through imagination during play time that involved defeating bosses and maneuvering through obstacles. He would get so into it that if I did something wrong, he would yell at me and it would look like his vein was pulsating (hence the nickname).

So that's why I agree and disagree that video games can be benefitial. More for kids at a young age, if they do nothing but play video games, they won't fully understand the cause and effect process in the world. Video games could enhance motor skills and brain function but how long will it take the kid to realize that the world does not have a retry option? Kids need to have that real world experience rather than learn the functions of society through a screen. I'm not putting a damper on video games, but it's best to keep it at a minimum where it can be used as a form of entertainment and learning boost rather than way of life.

Sarah said...

I can see the positive and negative effects on this. The comments Martin made about critical analysis and problem solving techniques that could be learned through video games. Its especially apparent in the examples given in this original article, like for use in job training programs. I'm sure that there are also a slew of correlations to more scientific and technical brain functions that have yet to be discovered.

However, I also agree with Shawn because while there may be these positive indirect connections to video games, too much of any good thing can quickly become a bad thing.

As far as the translation to literacy goes, it is a stretch. These articles may have convinced me that not all video games are socially isolating, but I can't tell you how many people I know that will waste hours and hours playing Call of Duty or World of Warcraft simply to escape the pressures of school and the outside world. They may be learning teamwork and critical analysis while playing due to the nature of the game, but there really doesn't seem to be any conscious gain of these or any other applicable skills.

David T. said...

As I was reading this post a thought popped into my head. Aren't video games based on the same kind of practice-->reward system as education. The first time you pick up a new subject (or video game) you don't usually do very well. However, with practice you will eventually excel in the subject (like killing Nazi Zombies). The problem is that students aren't nearly as motivated to practice reading and writing as they are to play video games. This is where the rewards come into play. Video games reward people with points and bragging rights whereas schoolwork is rewarded with a grade. There are uncanny similarities between the two. Now the only problem is getting students to like reading and writing as much as they like video games.