Video Games, Virtual Environments & Education Slides
Slide 6: “By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, ignoring important educational potentials of gaming.” - Kurt Squire, MIT
Slide 7: Some research on the use of video games in education A UK study concluded that simulation and adventure games - such as Sim City and RollerCoaster Tycoon, where players create societies or build theme parks, developed children’s strategic thinking and planning skills. (BBC News, March 2002) Researchers found that doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster than their counterparts who did not play video games. (MSNBC News, April 2004) A detailed literature review on video games and learning can be found here:
Slide 9: A Feminist Perspective… Girls and women can benefit from becoming comfortable with video games, as they are introductory to the sphere of technology Technology is constructed as ‘for men’ We are living in a time where technological proficiency and having the confidence to try new technologies are important skills Online multiplayer games afford online social/virtual communities which can give girls and women social support and connectedness Girls and women can explore experiences in online multiplayer games that may not be available or are less available to them in ‘the real world’ – this can be empowering and effect their everyday life ideas about themselves Games are an ideal environment for collaborative learning and team work (feminist pedagogy)
Slide 15: Trauma Center Video Game
• Video game made by Nintendo
• Players care for patients and can carry out various operations and treatments
•Teen target market
• Game designed for entertainment, not teaching
Slide 17: SimSuite – Medical Simulation Environment “The SimSuite Education System incorporates state-of- the-art interactive simulation technology that provides “hands on” reality without risks to patients”. Computer program linked to a simulated operation room and patient Currently in use in the US
Slide 18: The VirtuSphere
• The VirtuSphere system consists of a large hollow sphere that sits on top of a base that allows the sphere to rotate 360 degrees.
• Wearing a wireless, head-mounted display, users can step inside the sphere to fully interact in immersive virtual environments.
VirtuSphere is marketed to target customers including: - Military, law enforcement, homeland security agencies and “first responders” (for simulated training exercises) - The electronic gaming industry (as the ultimate setting for immersive gaming) - Health clubs and athlete training - Education and museums - Architects, real estate professionals and others who can use virtual walk throughs as a powerful way to present plans
Slide 21: The Second Life Grad Student Colony (First Life) Graduate students meet regularly to discuss their research They collaborate, share ideas and resources and have guest speakers
Slide 26: Thankyou… Contact info: Joanna S. Robinson MA Candidate in Popular Culture Brock University Joanna.Robinson@BrockU.ca www.JoannaSRobinson.com
Popularity: 69% [?]
Thanks for the link.
Comment by Joanna Robinson — January 5, 2008 @ 3:53 pm
I agree, video games are very helpful in education. I have learnt traffic rules with special video game.
Comment by Elite WoW — March 2, 2008 @ 3:38 pm