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Home > Technology Integration Channel > Technology Integration Archives > Technology Integration Columnists > Doug Johnson Archive > Doug Johnson Article |
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| DOUG JOHNSON | ||||||
Doug Johnson's Tech ProofGame On!
“Game cultures feature participation in a collective intelligence, blur the distinction between the production and consumption of information, emphasize expertise rather than status, and promote international and cross-cultural media and communities.…At the same time, game cultures promote various types of information literacy, develop information-seeking habits and production practices (like writing), and require good, old-fashioned research skills, albeit using a wide spectrum of content. The debate rages in our district, as I am sure it does in many, on the role of computer and online games in education. Do your classrooms and libraries support or ban games and gamers? TEN REASONS FOR GAMES
THREE REASONS FOR BANNING GAMES
The question shouldn’t be “Do we permit students to play games?” but “Which games should we allow our students to play?” What criteria might a teacher or librarian use when selecting games for the classroom or library? Becta, a UK IT firm, lists among its criteria for choosing games age ratings, genres, technical requirements, costs, and licensing, along with some pragmatic qualities like being able to turn off the sound, having regular save features and allowing the user to create his or her own environments, levels, and missions. A checklist not unlike the checklist used to select other educational media can and should be used when selecting games. Another standard that goes beyond a simple checklist might also be considered, however. In Complexity Matters, author/educator Marc Prensky differentiates between complex and simple games, arguing that most adults have a negative opinion of games because they associate the term “game” with those of their own childhoods -- card and board games; recreational pursuits meant to pass a rainy afternoon. Prensky surmises, “Because of these formative game-playing experiences growing up, when today’s teacher (or parent or educator) hears the word game, their first reaction is: ‘trivial.’ And they don’t want this ‘trivial’ stuff to be part of their child's…’serious’ education. So they reject games out of hand as a serious learning tool.” Instead, Prensky argues, we should be thinking about “complex” games, those that take 10-100 hours to complete. Those games require “a player to learn a wide variety of often new and difficult skills and strategies, and to master these skills and strategies by advancing through dozens of ever-harder ‘levels.’ Doing this often requires both outside research and collaboration with others while playing.” Complex game titles include Sim City, Civilization III, Rise of Nations, Age of Empires, Age of Kings, Harry Potter, Lord of the Rings, Myst, Riven, EverQuest, City of Heroes, World of Warcraft, all the Tycoon games, John Madden Football, Medal of Honor, Full Spectrum Warrior, and America’s Army. Consider adding games as a resource in your classroom or library. They’re not just good, they’re good for kids.
Education World® 09/07/2007 |
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