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cydney johnson

Statements - 19 views

LITERACY AND MULTI MEDIA In the paper "LEARNING WITH TECHNOLOGY" Evidence that technology can and will support learning. The author supports the argument that students learn at a greater rate w...

ryano5643

The Benefits of Video Games - ABC News - 0 views

  • A recent study from the Education Development Center and the U.S. Congress-supported Ready To Learn (RTL) Initiative found that a curriculum that involved digital media such as video games could improve early literacy skills when coupled with strong parental and teacher involvement. Interestingly, the study focused on young children, and 4- and 5-year-olds who participated showed increases in letter recognition, sounds association with letters, and understanding basic concepts about stories and print.
  • A study by the Education Department Center further found that low-income children are “better prepared for success in kindergarten when their preschool teachers incorporate educational video and games from the Ready to Learn Initiative.”
  • Even traditional games teach kids basic everyday skills, according to Ian Bogost, associate professor at the Georgia Institute of Technology and founder of software maker Persuasive Games. “Look at ‘World of Warcraft’: You’ve got 11-year-olds who are learning to delegate responsibility, promote teamwork and steer groups of people toward a common goal.”
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  • In fact, results from the ONR study show that video game players perform 10 percent to 20 percent higher in terms of perceptual and cognitive ability than non-game players.
  • As Dr. Ezriel Kornel explains on WebMD.com, playing certain video games (e.g. Brain Age or Guitar Hero) can also improve hand-eye coordination, enhance split-second decision making and even, potentially, boost auditory perception.
  • A study published in the February edition of Archives of Surgery says that surgeons who regularly play video games are generally more skilled at performing laparoscopic surgery.
  • Besides offering medical students the ability to practice on patients (which is much safer in the digital world), simulations offer health care providers several upsides. Chief among them, Taekman says, are the abilities to make choices, see results and apply information immediately.
  • According to studies by Daphne Bavelier, a professor of brain and cognitive sciences at the University of Rochester, video gamers show real-world improvements on tests of attention, accuracy, vision and multitasking after playing certain titles.
  • In a series of experiments published in the Journal of Personality and Social Psychology, researchers found that participants who had just played a “pro-social” game in which characters must work together to help each other out as compared to those who had just played a “neutral” game (e.g. Tetris) were more likely to engage in helpful behaviors. Examples included assisting in a situation involving an abusive boyfriend, picking up a box of pencils or even volunteering to participate in more research.
Kenneth Powell

Beyond Literacy | Gaming as a Literacy - 1 views

  • gaming is different but it is still embedded in the construct of alphabet or notational literacy.
  • “If we think first in terms of semiotic domains and not in terms of reading and writing as traditionally conceived, we can say that people are (or are not) literate (partially or fully) in a domain if they can recognize (the equivalent of ‘reading’) and/or produce (the equivalent of ‘writing’) meanings in the domain.” Video games, “situate meaning in a multimodal space through embodied experiences to solve problems and reflect on the intricacies of the design of imagined worlds and the design of both real and imagined social relationships and identities in the modern world.
  • The immersive nature of digital games (think of virtual reality generally or something like Xbox 360 Kinect in particular) occurs the body and the mind are fully engaged in making meaning both by “reading” the game and creating components or actions (“writing”).
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  • While Gee has established digital games as a new literacy, Jane McGonigal has taken that idea and begun to develop the canon, the literature, of this new literacy
  • games as a tool to solve substantial problems and effect profound change.
  • McGonigal thinks of games as a tool and a grammar to articulate ideas and to generate and communicate new ideas. Her games, like Evoke or World Without Oil, are alternate reality games designed to engage diverse and distributed players in gaming modalities to explore difficult problems and propose (and model i.e. play out) potential solutions.
  • These are games, not merely as entertainment, but as a toolset (an alphabet) to create meaning. Perhaps the most intriguing of these is Foldit; a game created at the Center for Game Science at the University of Washington about protein folding, a highly complex problem.
  • Playing the game creates new solutions. Playing the game repeatedly refines those solutions, assists others, and furthers the research group’s knowledge and the number of useful outcomes. Rather than host a conference or set up a lab or publish a series of papers, these researchers initiated a globally accessible game and then simply watched what the participants came up with.
  • While the gaming experience is powerful and the effectiveness of games as a means to understand and be understood is undeniable, it is not sufficiently separate from its foundation in alphabetic literacy to qualify as a post-literate or emerging post-literate modality. However, the immersive and hypnotic nature of games suggests the kind of experience that might be a feature of post-literacy.
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    Last one let me know if there's anything else
Kenneth Powell

Video games help promote literacy - 0 views

  • Believe it or not, video games help promote literacy, a skill which encompasses not just reading and writing, but also the ability to understand maps, body language and spoken words
  • Video games help exercise decision-making and critical thinking skills that a person doesn’t necessarily get from passive entertainment.
  • Players are taken through these famous stories and are required to problem solve and work together to get to the next level. These games are filled with goofy humor and are loyal to their source material.
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    Important parts of this article are highlighted yo!!!!!!
magrazel

Intro & Conclusion---- Digital Technology: The Greenhouse of Education Today - 5 views

DIGITAL TECHNOLOGY: THE GREENHOUSE OF EDUCATION TODAY Intro: Technology in terms of increasing literacy skills is a debatable topic. Not because it hasn't worked, but because when it...

started by magrazel on 15 May 14 no follow-up yet
israelj

Troy's Statement - 5 views

To be added to the 3 articles submitted. The definition of literacy is: "ability to read and write, reading/writing proficiency; competence or knowledge in a specified area." Bearing this in min...

literacy technology education youth culture affects writing video games UCONN Texting

started by israelj on 15 May 14 no follow-up yet
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