Pros and Cons of Video Games

Found this list that is good for consideration when we are looking at (video) games for education:

The Pros:
– highly motivating, it’s fun (fun is very important – we don’t underestimate it!)
– encourages risk taking and trial and error
– self-paced
– young-age friendly…young kids can begin to work with complex situations or ideas
– encourages analysis and looking for mistakes
– can incorporate or train different learning strategies- though at present visual-heavy (pictures, images, text)
– can hint without telling
– can be very patient
– solve by ideas, not strength or size (great for young gifted kids or 2E’s)
– encourages perspective changing
– encourages some problem solving (though not as much as we’d like for K-12)
– allows incremental learning, close monitoring of improvement or training
– allows precisely targeted sensory / perceptual learning (auditory / visual processing)
The Cons:
– it’s not real- may impact on how the information is generalized, taken seriously
– the process is immersive and usually fairly fast-paced (may not be as conducive to reflection compared to other learning formats such as reading)
– doesn’t encourage as much critique about the information as maybe reading original documents, magazine, or book…after all, it’s just a game
– game play doesn’t directly examine reality
– players are directed to the programmer’s teaching points or conclusions- whereas direct inspection of real experiments or phenomena may provide more individual learning points or conclusions.
– the games could be administered poorly…teacher leaves students to computer terminals, student doesn’t learn anything, copies from neighbor, etc. (this can happen in labs too, of course)
– games are interactive, but not as interactive as conversation with a smart and perceptive teacher (remember the Turing test?)…some programs are completed by kids clicking a lot or cheating
– not hands-on learning (click or toggle rather than working with original materials)…miss making projects by hands, spatial learning and modeling

[source: Eide Neurolearning Blog]

Top researchers are gamers ?

Many of our students are hooked to different types of games (pc, ps2, xbox, mmorpg etc) and it has been deemed by many teachers that these games are a waste of time. Well, interestingly, this article points out that 3 of the world’s top researchers believed it to be otherwise.
As a computer gamer myself for the past 17+ years, I have learnt much from games. Besides facts which are obtainable by reading books, the training of reflexes (physical and mental) is perhaps something unacheivable by reading alone. The use of games can definitely complement the use of books in teaching and learning. One should not look at it as though books and games are mutually exclusive. Now that we are also going to explore games in our R&D work, wow, it’s going to be very exciting indeed.
[source: slashdot]

KnowNet – Open Source for Collaborative Knowledge Development and Learning

This few days we have been talking about looking at Open Source Software (OSS) for possible applications in schools, to support teaching and learning. Chanced open this site(KnowNet), home to 2 OSS, namely Plone and Zope.
For future reference purpose:

Zope is an open source application server for building content management systems, intranets, portals, and custom applications.

Plone is ideal as an intranet and extranet server, as a document publishing system, a portal server and as a groupware tool for collaboration between separately located entities.

Games, for education

Chanced upon this website while browsing the orange-covered “Engaging IT” CD produced by ETD in 2004, well, and it happens that this morning during meeting that the big word GAME was brought up.
I/We belong to a generation (may not hold true for everyone of the same age group though) of gamers where we have witnessed computer games giving off only beeps thru the good old PC speakers, to the 3D Live surround sound games today. Looking back, some of the facts that we gathered are from the games we have played. Hmm … let me recall the optimum height to fly a F-16 for maximum fuel efficiency …
Need more time to explore this website in evaluating its educational value, but the games are surely engaging 😛
Funbrain.com, check it out here.

Banning of Instant Messaging (IM)

Organisations as well as educational instituitions all the world have been banning the use of IM, for some reasons which includes security, waste of time, a form of distraction etc.
This post by James F in his blog has reminded us of the global community we are in as well as the world in which our students are growing up.
Quoting findings from a paper “Instant Messaging � Collaborative Tool or Educator�s nightmare!” by Robert Farmer, it is no surprise to me that under “students’ normal usage outside of class activities”, the frequency in use of forums is less than half that of IMs. It’s now 2005 and I believe the trend is there to stay, if not increase.

While IM is relatively new to the educational environment, it is raising many questions and concerns. Clearly students have embraced this technology, while faculty have not.

As a user very much hooked on to IM myself, perhaps it is timely that we (re)look in-depth on the benefits of IM *hmm*