Well here goes attempt two for my paper proposal. I think what I need to focus on is two simple questions: why have video games become portrayed as merely adolescent toys? And what is engaging about this emerging medium? The simple goal of this paper is to show the growth and importance that video games could have in our education system, and address the sterotypical assumptions that the majority of people have about them.
In my paper I will argue for the importance that video games have on there players. In this I will discuss that we need to look past the visual aspects of the game and break it down to its simple learning curve. Often times it’s the visual aspects of the game that make parents and teachers feel there is nothing more than a violent looking game. However, using information from James Gee’s book, What Video Games Have to Teach Us About Learning and Literacy, I will argue that no matter what the game styled a child is confronted with some sort learning situation. I Will also pull from some scholarly sources of examples where video games have been utilized in the class room One example is from the article, Investigating the impact of video games on high school students’ engagement and learning about genetics by Leonard A. Annetta . In this article we here how a teacher created video game on genetics had a significant learning impact on the students in the experiment. This will lead me into, why our culture has a growing community of video game followers? I’m going to argue that video games shouldn’t be viewed as merely a kid’s toy anymore. With our advancements throughout the digital age video games have only grown in popularity. Why? Because, video games have effectively molded learning with engagementand, and in most casese the engament being the achivements. Games help children learn not just what to do, but also work out why they should do it and whether they should do it. Its our Hollywood attituded that have shown video games in a bad light and I want to look past the stereotypes in this paper, getting back to the simple idea of a games
Prenski, Marc. Don't Bother Me Mom--I'm Learning! . Ney York: Paragon House, 2005. 254. Print.
In this book Prenski takes on the task erasing parents’ fears about video games by describing how kids see gaming and what they learn. Prenski moves forward in his book by presenting that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing
Gee, James. What video games have to teach us about learning and literacy. Palgrave MacMillan, 2007. Print.
In his book, Gee offers up 36 steps on how video games impact kids. He puts a new spin on how society feels about gaming, convincing parents, teachers and journalist to look at gaming in an educational way. Further more, Gee explains that children learn something from just holding a controller, harnessing their focus and confronting them with a learning situation.
Annetta, Leonard. "Investigating the impact of video games on high school students' engagement and learning about genetics." Computers and Education 53.1 (2009): 74. Print
A scholarly source found on Griffin, this article tells the story of a biology teacher that need a different teaching method. The teacher used a video game that coincided with homework, which not only increased learning levels but excelled in student competence of the course work. Using parts of this article in my paper i will use this as one example to argue video games in the class room.
Collins, Allan, and Richard Halverson. Rethinking education in the age of technology. Teachers College Pr, 2009. Print.
In this article, Collins explains the change in our social structure, educational structure and technological advantage over other country. She brings up issues of the digital divide and its effects on western society and ho teachers should be prepared to utilize the technology that is given to us. In this she finds video games are an excellent resource and should not be over looked.
Gee, James. Good video games + good learning. Peter Lang Pub Inc, 2007. Print.
Just like the other book Gee expands on his education and learning practices explaining what puts the learning in a game.
Friday, March 26, 2010
Friday, March 12, 2010
Paper concept #1. Blog # 8
My paper will focus on games and their contribution to the academic environment. In my paper I will focus on many aspects of gaming, such as: Multitasking, puzzle solving skills, cultural symbolism, social understanding and games that are being utilized in the gaming system. I will also refer back to the documentary Generation Kill, which aired on HBO a few years ago. In this documentary games were studied to show the effect they had on a US Marines and men serving in Iraq. The documentary explains that, video games introduce us to the cruel reality of war and therefore give a solider a preview of what they could potentially see in combat. Additionally Generation Kill provides information of how video games are creating somewhat of a fearless generation. My paper will argue for the expansion of games being used in the class room in any platform style.
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