digital games for education mark chen feb 13, 2008
TRANSCRIPT
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Digital games for educationDigital games for education
Mark Chen
Feb 13, 2008
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Benefits of gamingBenefits of gaming
Promotes problem solving and logic skills Playing good games means recognizing
patterns and making strategic decisions. Situated experience can be powerful.
What transfers though? Embodied narrative
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Controversies of gamingControversies of gaming Violence
No conclusive research partly due to misunderstanding of games and genres
Assumes content or disposition transfer Simple player-game model of experience
Addiction Assumes games are valueless Simple player-game model, again
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Sociocultural model of gamingSociocultural model of gaming If gamers are part of a larger cultural
phenomenon, the source of powerful benefits and controversies are tied to cultural practices and norms. Collaborative, collective decision making Distributed expertise Danger of dominant norms marginalizing
certain players
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Gaming literacy?Gaming literacy? Participating in a transmedia culture
Websites, FAQs, fan fiction and art, wikis, digital literacy practices and tech knowledge, online communities
As with any domain, to be literate means to participate (produce, consume, share).
Rather than censor or exclude certain cultural practices, we should encourage critical thought and a sense of self in social contexts.
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Some good games for classroomsSome good games for classrooms Still, there are definitely some games that are
better suited for classroom use. PeaceMaker and other games for change:
http://www.gamesforchange.org/main/GameList Animal Crossing Civilization (Kurt Squire) SimCity (Cole and 5th D stuff) Darfur is Dying: http://www.darfurisdying.com
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ResourcesResources Jim Gee interview: http://chronicle.com/colloquylive/2003/08/video/ Orange County DoE video on games for education:
http://www.seriousgames.org/archives/000199.html Mark’s essay on pros and cons of gaming:
http://markdangerchen.net/2007/06/04/exam-question-1/ Mark’s essay on games for learning:
http://markdangerchen.net/2007/06/04/exam-question-2/ A response to the New Atlantic’s take on video games:
http://infocult.typepad.com/infocult/2005/08/new_atlantis_gr.html Games Learning Society conference An example of New Games Journalism:
http://www.alwaysblack.com/blackbox/bownigger.html
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Class agendaClass agenda Discuss the Gee article—do you agree with his premises or not? Explain. Describe your experiences playing digital games from the past week.
What decisions did you have to make? Were the games difficult to get into? What are the issues with the games you played this past week (not all digital
games in general)? Think about the written “texts” in the games you encountered. Do you think
there is value in the texts for helping students increase their traditional literacies (reading, writing)?
Talk about the social nature of games—do you feel the games you played encouraged cooperation, competitiveness, social interaction, etc.?
What were the stereotypes visible in the games you played? Short presentation/summary