Issues in Game Based Learning - sexism, violence and addiction...
1. Why won’t she get off Minecraft? Posted by dskmag
A very provocative look at "gaming" and addiction (what does this mean really?) and advertising and how we have gone from Web 1.0 - passive receivers to Web 2.0 - interactive players. A really great take on what Minecraft is about and how things have changed...or not.
2. "Women gamers aged over 35 outnumber men" by Sophie Curtis - The Telegraph
Very short article on some gaming demographics - are there implications for how we design or select games?
3. "THE VIDEO GAMER’S DILEMMA: ENTERTAINMENT VERSUS MORALITY" by Sony Raj, Jongsung Kim and Nithin Lalorth
Perhaps a little lengthy (and I apologize for the syntax up front), this does contain some very valid points about what is presented in some games and the messages sent to students. Definitely addresses the issues of sexism and violence.
4. "Fact or Fiction? Video Games Are the Future of Education" by Elena Malykhina in Scientific American (2014)
Does the "gamification of education" allow students to take a more active role in their learning? Has preoccupation with standardized testing resulted in encouraging creativity via the playing of video games? Can video games improve classroom performance and academic achievement?
5. "Teaching 21st Century Skills through Educational Video Games" by Karla V. Kingsley (2012)
This paper deals with experienced educators in a graduate program where they looked at digital games and their
applicability to schools. These participants came to an understanding in terms of the educational value of well-designed electronic games by evaluating games that addressed both core academic knowledge and complex thinking skills.
6. "Beyond Badges: Why Gamify?" by Matthew Farber (2013)
This article deals with gamification and the idea of intrinsic vs. extrinsic rewards for students. The author talks about "flow" and how large game design companies are very much interested in how players think and react, i.e. are they having fun?
7. "Game-Based Learning: What it is, Why it Works, and Where it's Going" by Jessica Trybus (2014)
A general, all purpose explanation - what I appreciated was the table they include showing the differences between traditional training, hands on training and game based learning. Also, four principles of "how we learn" in relation to GBL.
8. "Gamification, Game-based Learning, Serious Games: Any Difference?" by Kapil Bhasin (2014)
Why is "gamification" gaining steam? The author looks at how to gamify learning based on "best practices".
9. How Games Lead Kids to the Good Stuff: Understanding Context by Jordan Shapiro (2014)
GBL is discussed in terms of its ability to provide critical thinking and problem solving against a backdrop of those that see education and learning being evaluated using only quantitative assessments.
A very provocative look at "gaming" and addiction (what does this mean really?) and advertising and how we have gone from Web 1.0 - passive receivers to Web 2.0 - interactive players. A really great take on what Minecraft is about and how things have changed...or not.
2. "Women gamers aged over 35 outnumber men" by Sophie Curtis - The Telegraph
Very short article on some gaming demographics - are there implications for how we design or select games?
3. "THE VIDEO GAMER’S DILEMMA: ENTERTAINMENT VERSUS MORALITY" by Sony Raj, Jongsung Kim and Nithin Lalorth
Perhaps a little lengthy (and I apologize for the syntax up front), this does contain some very valid points about what is presented in some games and the messages sent to students. Definitely addresses the issues of sexism and violence.
4. "Fact or Fiction? Video Games Are the Future of Education" by Elena Malykhina in Scientific American (2014)
Does the "gamification of education" allow students to take a more active role in their learning? Has preoccupation with standardized testing resulted in encouraging creativity via the playing of video games? Can video games improve classroom performance and academic achievement?
5. "Teaching 21st Century Skills through Educational Video Games" by Karla V. Kingsley (2012)
This paper deals with experienced educators in a graduate program where they looked at digital games and their
applicability to schools. These participants came to an understanding in terms of the educational value of well-designed electronic games by evaluating games that addressed both core academic knowledge and complex thinking skills.
6. "Beyond Badges: Why Gamify?" by Matthew Farber (2013)
This article deals with gamification and the idea of intrinsic vs. extrinsic rewards for students. The author talks about "flow" and how large game design companies are very much interested in how players think and react, i.e. are they having fun?
7. "Game-Based Learning: What it is, Why it Works, and Where it's Going" by Jessica Trybus (2014)
A general, all purpose explanation - what I appreciated was the table they include showing the differences between traditional training, hands on training and game based learning. Also, four principles of "how we learn" in relation to GBL.
8. "Gamification, Game-based Learning, Serious Games: Any Difference?" by Kapil Bhasin (2014)
Why is "gamification" gaining steam? The author looks at how to gamify learning based on "best practices".
9. How Games Lead Kids to the Good Stuff: Understanding Context by Jordan Shapiro (2014)
GBL is discussed in terms of its ability to provide critical thinking and problem solving against a backdrop of those that see education and learning being evaluated using only quantitative assessments.