This type of research is very difficult to do - so without examining the actual research articles it is difficult to determine how valid these studies are
The WSJ article makes strong causal claims based on observational studies. Classic confounding of correlation and causation.
From what I could find of the Michigan-based research, for example, the "effect" of video game playing on behavior was a fixed-effect in a multiple regression analysis. It didn't (or shouldn't have) carried any causal implication. (Interestingly, the research also found that students with higher self-reported video game playing times over the school year also had lower GPAs...a finding conspicuously missing from the WSJ piece.)
This post reflects the opinions of the author and not necessarily those of Mashable as a publication. Greg Steen currently serves as a trendspotter for Moxie, discovering and assessing marketing implications for global trends. He has over five years experience in analyzing trends and creating strategic campaigns for brands such as Verizon Wireless, Marriott and the Alzheimer's Association.
Ninja Cupido is an free internet based game featured on the tokidoki website. Aesthetics? Check! User Control? Not so much! (At least not for me!) Perhaps it appeals to tweens?
This data base from the edWeb site (Games for learning) that Stephanie shared is a crowd sourced collection of learning games. Has the learning been intrinsically integrated into these games ?.
How wise has the crowd been in collating this learning resource ?
This article details how a charter school ("Rocketship education") is using computer games based on drill to improve test scores.
Assessment procedures in place is obviously a very important driver for such initiatives.
Thanks for the link to the brainology article, Stephanie!
So, instead of saying "You are so smart", can we point out to the students how they are getting 'smarter'? That way they will get the notion of growth.
EducationUSA just released a virtual simulation on their Facebook page. They state that it is the "World's first game-based adventure for international students to learn about opportunities in the United States of America." A short YouTube video is linked below. I would love to get your thoughts on this application. Can creating an avatar effectively teach (and prepare) international students for the U.S. college experience?
http://www.youtube.com/watch?v=_Fj01uSj4L4&feature=youtu.be
Description: Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need Satisfaction model (PENS) focuses specifically on experiences of competence, autonomy and relatedness satisfactions. Game examples and strategies for maximizing these satisfactions are discussed.