Double Entry Journal #3
"
Making Learning Fun: Quest Atlantis A Game Without Guns"
Sasha Barab;
Michael Thomas;
Tyler Dodge;
Robert Carteaux;
Hakan Tuzun
Each of these quotes is from the article concerning
Quest Atlantis. I chose each one for a different reason. The first article hints at my viewpoint on video games in education. The second discusses three areas that an educational game must have, and I for one have noticed that these areas are discussed in some manner in almost all of the articles, blogs, videos, etc. that I have perused. The third quote was one that I found humorous.
"some advocates of game-based learning suggest that educational video games are the only way that educators can adequately engage the "video game generation" (Katz, 2000; Prensky, 2000). "
"Collectively, these three features (education, entertainment, social commitment) create an important focus for design and result in a product that is not a game yet remains engaging, is not a lesson yet fosters learning, and is not evangelical yet nurtures a social agenda. In this article, we treat our work as an example of design-based research (Brown, 1992; Collins, 1992; Edelson, 2002), "
"Numerous scholars and learning theorists have advocated experiential learning-the belief that learning involves real-world participation, the belief in the intimate relations between experience and education, the certainty that understandings are derived from and modified through experience, and the conviction that action and reflection are necessary features of meaningful learning (Dewey, 1938; KoIb, 1984)."
The first quote says that some educators believe that video games are the only way to reach some students. I agree wholeheartedly. The last three words of that quote sum up today's students best by labeling them the "video game generation". For many of my own students, a large portion of their time away from school involves video games, so it would stand to reason that they are interested in video games. If a student is interested in something, they tend to become more active in their learning of that information. Education today cannot be black and white, core content and books. It is our job to teach students the core content, and books are a tool to get that content to them, however I believe it is an outdated tool. We must look to a new medium of interaction with our students. If they enjoy video games, give them games with the core content at the heart.
The second qoute deals with three features of educational games, eductation, entertainment and social commitment. When I look at this list, and think about the use of game design in education as a learning project, I see three responsiblities outlined. What is amazing to me, is as teachers, we should look at it as only one of those responsiblities belong to the teacher, education. It is the responsibility of the student to be entertained, and commit to the game socially. If the game integrates those last two responsibilites well, then our job as educators is that much easier.
The third quote was funny. Why, you ask? Well, it says that learning theorists believe that experience through real-world participation fosters learning. The funny part? This whole article, and my beliefs themselves, ask students to learn not in a real-world environment or participation, but in a simulated environment participation. It sounds to me as if this is an oxymoron. I just got a chuckle out of it, that the whole point of the article is to discuss the outcome of the game
Quest Atlantis by stating it was partly successful because of participation, in a virtual environment. The real reason it was successful, in my opinion, was because students could take their experiences in that virtual environment and connect them with their real world environments. If this does not happen, the game is a failure.
THe link is to the following article:
Resolving Conflicts in Educational Game Design Through Playtesting
by Brian Winn and Carrie Heeterhttp://www.innovateonline.info/pdf/vol3_issue2/Resolving_Conflicts_in_Educational_Game_Design_Through_Playtesting.pdf
In this article, the testing of game designs is discussed in three different case studies, with three different games being designed using the information gathered from the case studies.