Monday, 9 March 2009

The Impact of Video games as virtual worlds for positive learning and development.

Here is a brief abstract of the topic I will be researching this semester.

Video games have for many years been researched as activities that promote the learning of an individual as they can allow for personal, meaningful experiences and developmental growth. Virtual worlds are increasingly having a more significant impact upon society as an effective method of aiding in human development and learning through the participation in an activity that many class as fun and entertaining. The real world value of video game play cannot be underestimated as further study into the theory and practice of creating a game allows for increasingly more accurate representations of important aspects intrinsic to positive human development. This does not even take into consideration the abundance of games intentionally designed to promote learning that are now being crafted for specific purposes, allowing individuals to have a truly interactive and experiential method from which to learn skills. While there are certainly stories of people allowing video games to impact their lives to their own detriment, in general and with regards to the vast majority, video game play promotes the development of the individual. It is through participation in video gaming as a voluntary activity, that a person becomes challenged to overcome obstacles and in many cases is not only developing personal skills but is also learning what can be classed as the virtual embodiment of cultural and social practices.

7 comments:

  1. It might be worth you having a look at this slideshare set of slides that's a paper from the 2008 Meaningful Play conference

    http://www.slideshare.net/msilbiger7/Moses-SilbigerMeaningful-Play-paperv3

    there is also a set of their powerpoint presentations on their profile.

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  2. Much of Henry Jenkins work is centred around the potentials of the game environment for learning and development. He was called to Congress to testify on the subject in '99. I think there is a copy of his testimony floating around on the net somewhere.

    What I do have for you which might be interesting is this link in which he interviews Eric Klopfer, author of a book called 'Augmented Learning Research and Design of Mobile Educational Games' and head of an MIT research group on augmented learning.

    The link is:

    http://www.henryjenkins.org/2008/07/an_interview_with_eric_klopfer.html

    The Henry Jenkins' site is worth a look around anyway. We've looked at a couple of his texts on the Narrative module.

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  3. Thanks for the links, I will have to take a look at them again as I have only looked over them briefly so far. I am actually finding quite a lot of information relevant to my topic and may narrow my focus as I conduct further research.

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  4. "Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay"
    by Hans Christian Arnseth
    http://gamestudies.org/0601/articles/arnseth

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  5. hc13: John Kirriemuir, Groundhog Day for Games in Learning
    http://www.digra.org/hardcore/hc13/

    This is a good article but what is more usful than the actual article is the set of references at the bottom that link to a number of different reports on Games and E-Learning

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  6. The latest issue of "The Journal for Research and Reading" has an interesting article in its latest issue on Literacy and Virtual Worlds...

    and the latest issue is a sample on so it is free online...

    http://www3.interscience.wiley.com/cgi-bin/fulltext/121637322/PDFSTART

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  7. Eduserv Digital Identities Workshop Series EDID9
    http://patternlanguagenetwork.myxwiki.org/xwiki/bin/view/Groups.DigitalIdentities/
    This research group might be of interest to you. They have been running some interesting workshops and have published their findings online

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