VIDEO GAMES LEARNING
Videogames as educational research tools Videogames can clearly consume the attention of children and adolescents. However, it is important to assess the extent that videogame technology had an impact on childhood education. Since videogames have the capacity to engage children in learning experiences, this has led to the rise of “edu-tainment” media. Just by watching children it becomes very clear that they prefer this type of approach to learning. However, it appears that very few games on the commercial market have educational value. Some evidence suggests that important skills may be built or reinforced by videogames. For example, spatial visualization ability (i.e., mentally, rotating and manipulating two- and three-dimensional objects) improve with video game playing.
VGL AS A MEAN OF RESEARCHING INDIVIDUALS
VG can be used as research or/and measurement tool.
VG attrract participation by individuals across many demographic boundaries; e.g. age, gender, educational status, among others.
VG can assit children in setting goals, ensuring goal rehearsal, proving feedback, reiforcement, and maintaining records of beahvioral changes.
VG can be useful beacuse they allow the researcher to measure perfomance on a very wide variety of tasks.
VG can be useful whne examining individual characteristics such as self-esteem, self,-concept, goal-setting and individual differences.
VG are fun and stimulating for participants, at the time, VG show challenges to the gamer.
- Discuss and sharing information.
- Following information. (understanding linguistic in context., etc.)
- Giving directions.}
- Answering questions.
- Having a discussion topic with visual aides to share with others.
Videogames provided an interest that was popular with other children makes talking and playing together so much easier. At school there are always other children who share a passion for videogame play.
These included video games's characters dialogue which are printed on the screen ('Play', 'Quit', 'Go', 'Stop', 'Load', etc.)
BASIC READING SKILLS
IMPORTANT ASPECTS TEACHER SHOULD TAKE INTO ACCOUNT BEFORE STUDENTS ASSUME VIDEO EXPERIENCE
Some games adjust difficulty level based on the progression of the player. This approach allows the game to become progressively more interesting as it becomes more challenging.
Many games build in competition. Some players are attracted by competition. Teachers may wish to examine if the competition is presented in such a way that all can win and that one does not win at the expense of all others
Some games are driven by chance. It is assumed that the greater the influence of chance in the working of the game, the less educational and therapeutic in nature.
Some games allow the player to have a ranger of knowledge and information about past experiences with the game.