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Reading, Writing and Video Gaming

Teachers are learning that video games can actually improve our schools. As education adapts to please the gamer generation, will textbooks become obsolete?
September 14, 2006  |  
 
 
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The door closes with a squeak and a creak. Oh, no! Is it locked? Let's check ... No, thank God, you can open it ... So now, another go at getting to the ladder. Maybe through this narrow hallway? ... No, it's a dead end.

Fifteen children between the ages of 9 and 11 are staring at the computer screen, mesmerized, as the adventure game Myst III: Exile is played. In the middle of the group sits Tim Rylands, the most popular teacher at the small elementary school Chew Magna, in the village of the same name near the English city of Bristol. Once more he manuevers his cordless mouse to guide the cursor along the dark walls of a hollow mountainside. Rylands then tells his students, "OK, now write down which way we should go to get to the ladder. What do you come across? What do you experience on your journey?" The only sound heard is the furious scribbling of pens.

Rylands has found a way to make writing fun for kids. Myst is a beautifully designed series of computer games set on a mysterious deserted island that can be endlessly navigated. According to Rylands, the visually rich landscape inspires his students' creativity.

He can back up that claim with data. An average of 75 percent of English children between the ages of 9 and 11 reach so-called "level four literacy levels" in reading and writing (including spelling, grammar, vocabulary, etc.). At Chew Magna, that percentage stood at 77 in 2000, rising to 93 four years later after Rylands began using computers to help teach writing. Boys in particular, who normally score lower in these areas, have made tremendous progress. One hundred percent reach level four, compared to 67 percent in 2000.


Nolan Bushnell wishes his children had a teacher like Tim Rylands. "The digital life in which kids live today is turned off at school. That leaves them with boredom and frustration. A man in front of a blackboard with a piece of chalk is just very boring."

Bushnell should know. He watched as his eight children became increasingly alienated in the U.S. educational system. He believes schools and teachers haven't sufficiently adjusted to changes in the world around them. Young people should not be memorizing facts or spending long hours on multiple-choice tests, says Bushnell, but learning to think, analyze, make connections. These are the talents that more than ever are rewarded in this new century, he says.

Bushnell also sees a solution for the educational system -- the very idea Tim Rylands is already putting into practice: using video and computer games to inspire learning. He's an expert in the field. Back in 1972, Nolan Bushnell founded Atari, the pioneering computer company. As the creator of classics like Pong -- remember the Ping-Pong game between two discs on opposite sides of the screen? -- Bushnell is generally recognized as "the father of the game industry."

And because he is also the father of a 12-year-old son who can distinguish between 200 different Pokémon characters ("If they were plant and animal species, he would be able to pass sophomore biology"), Bushnell now spreads the word about how video games can help kids learn. Games, he asserts, teach you creative problem solving. They teach you to formulate hypotheses ("First I have to get the key from the magician so I can open the door"), to test these hypotheses ("Game over") and revise them ("Oh, no, I have to drink my elixir to get to the magician!"). Games can even teach you the fundamental principles of scientific research.

Back at Chew Magna school, Tim Rylands believes his students are learning more than writing skills. "While going through a game, children listen and talk," he explains as the classroom empties. "They discuss. They explore. It's like going on a school trip, but this is a lot cheaper, and it saves on insurance premiums," he jokes.

Many people envision that the school of the future -- and Bushnell would love to open one himself --doesn't use books as its primary teaching materials, but video games.

In the words of another game developer, Marc Prensky, who wrote "Digital Game-Based Learning": "Because schools haven't adapted to the world their students know and live in, they simply get bored in the classroom. They tune out. You can get engagement, even among apathetic students, simply because games are constructed in a way so players want to finish the level. Games offer players the chance to make decisions, get feedback, level up and become heroes. That's how education should be organized. You learn more and more, you apply that knowledge, and you'll get a great job."


Computer games have already become part of the lesson plans in some schools. But these are usually simple games for elementary-school children. They use bright colors and amusing sounds to make math or spelling "fun." But these only take the edge off the age-old practice of rote learning. This is not the type of game-based education Bushnell and Prensky advocate. Teachers like Tim Rylands (who won a teaching award last year from BECTA, the British government's partner in the development and delivery of its internet-based learning strategy for schools, for his use of Myst) who have found ways to include exciting games in their teaching materials continue to be the exceptions. Some progressive secondary schools use SimCity (a simulation game in which you build cities) and Civilization (a strategy game that involves building a complete civilization).

But supporters of the video game industry -- a $28 billion business in which annual sales in the United States now outstrip the Hollywood box office -- see an opportunity to develop products tailored to schools. The number of games designed for educational or other purposes beyond play is a new, growing sector of the industry.

One example is a game recently developed by the United Nations called Food Force, in which young people learn about hunger issues by leading their own virtual food-aid campaign. It's now common in the corporate world to use computer and video games as part of refresher courses in numerous fields. And public health officials are exploring the possibilities of games that encourage good health. In "Got Game: How the Gamer Generation Is Reshaping Business Forever" (Harvard Business School Press, 2004), two organizational-development consultants explain that gamers are, in fact, ideal employees. They take more risks, react better to disappointments or mistakes, are open to the possibility that their plan may need to be adjusted, and strive for excellence and promotions. Surprisingly, they also work better in teams --perhaps because of their experience working toward the same goal with others when they are playing computer games.


Many other people, of course, line up on the other side of the issue and their arguments are well known: The only thing kids learn from computer games is how to stare at a screen for hours. They're not using their brains and imaginations, just a few tendons in their fingers to operate the joystick. A salient detail: Most gamers are under the age of 40, while most critics are older and have rarely played the games themselves.

Parents are concerned that video games will make their children violent or uncommunicative. They get a lot of backing from vote-seeking politicians who voice their disgust with the violence and sexism seen in games. The media tend to focus on extreme examples like Grand Theft Auto, in which the player is a criminal who must survive by breaking into cars, robbing people and running over hapless pedestrians, and gets bonus points for killing cops. While arguably justified in such cases, the fear surrounding video games makes it difficult to look at the reality. The fact is that both youth crime and violent crime in Western countries has fallen spectacularly over the past 10 years as video game popularity has risen. If video games inspire aggression, it is not reflected in the figures.

Moreover, the shooting games are not the most popular. Usually, only one or two violent titles rank among the top 10 best-selling games. The Progress & Freedom Foundation, a liberal think tank in Washington, calculated that over 80 percent of the most popular video and computer games of the past five years were rated "E" for everyone or "T" for "teen," i.e., they are not particularly violent.

There is also the concern that young people will become isolated by playing video games. But many games, particularly those played on the computer or the internet, are designed for teams. Kids' social lives have changed a lot since 20 years ago, when few households had computers. Kids relied more on reading (certainly an isolating pursuit), and gamers were often lonely outsiders. But today, gaming is a very normal activity for most young people. In fact, nowadays a kid who's never played Nintendo or PlayStation is considered odd and often can't relate to others about an important leisure activity.

What is hard to grasp for those who aren't familiar with video games -- people who grew up playing chess and Scrabble -- is that these new games invite creativity, promote problem-solving abilities and inspire perseverance. As Marc Prensky points out, it can take up to 100 hours to complete a video game: "This is not just biding time on a rainy day." Games stimulate the development of self-confidence and social contact with others. For people who have never experienced the sensation of reaching the final moment of the role-playing game Deus Ex (for which there are three possible endings!), these positive aspects are difficult to fathom -- just as it's hard to understand what's so great about golf if you have never played it.

The best-selling computer game ever, The Sims, which has sold 6 million copies worldwide, is a simulation game (hence, The Sims) that allows you to control the lives of virtual characters. The Sims must spend enough time on education, physical activities, hygiene, eating and sleeping or they get sick. Players learn that you need to work to buy things, that you can earn more money if you spend time on personal development and social contacts, and that you get depressed if your "pleasure meter" is empty. That's a far cry from a round of Parcheesi.


Games are interesting because they're difficult. That is the essential message the world of game culture offers to education: Learning is fun when it's intellectually stimulating. James Paul Gee, a professor of educational learning sciences at the University of Wisconsin as well as a fervent gamer and author of What Video Games Have to Teach Us About Learning and Literacy, explains it this way: "The game industry is selling products that are complex and hard to master, and take a lot of time to master. The fact that people are buying them contradicts the idea that everything should be fast and easy. In fact, a game that is too easy will get criticized in reviews and will not become a success. A game should be challenging, fair and deep. If it's not, it won't sell."

The insight that games are -- in Ryland's words -- "mind-expanding" rather than "mind-numbing" has not (yet) reached school curriculum developers. They continue to battle apathy among young people by trying to make teaching materials more fun and presenting them in bite-sized bits so they're easier to digest. It doesn't appear to be working. Kids are still bored in class. Teachers shake their heads, complain about the zap culture and the youth of today who can't keep their focus on anything, say that kids are quickly distracted and can't sit still. But if you put these bored kids in front of a PlayStation, they'll remain focused for hours. What happened to the short attention spans? Where's the apathy?

Video games support the great gift that young people possess to learn by themselves. Games call on their natural need to develop themselves, to feel masterful and competent. When they taste that thrill of possibility, it can bring feelings of pleasure and pride. Anyone who has played Legend of Zelda or Morrowind knows what it's like to complete the game at last after many lengthy periods of frustration. In this context, video games present a radically different vision of education: kids who are able to learn by themselves. Even when schools fail, students actively look for ways to learn. Experts don't need to impose an education program to tap into that innate need.


Making History is a good example of a computer game especially developed for education that fulfills young people's requirements for quality and challenging entertainment. The game is used to teach the history of World War II. Even before our meeting in Boston, Nick deKanter, co-founder and vice president of Muzzy Lane Software, throws out a challenge. "Does the game simplify history? Why don't you play first and ask me later?"

DeKanter is right. Making History: The Calm and the Storm sketches a simplified image of a particular moment in human history. During the game you take on the role of a head of state who leads his country on the basis of historical events and data. You have to make decisions (on spending, trading partners, military strategies and much more) as well as conduct negotiations with other government leaders. Military, diplomatic and economic advisers are built into the game and prompt you at crucial moments. The instruction booklet is 58 pages long.

David McDivitt, a history teacher at Oak Hill High School in the U.S. state of Indiana, uses the game. His research shows that the students who didn't read textbooks or attend classes but played and discussed Making History learned more about World War II than students in other classes. Moreover, answers to essay questions in the classes exclusively using the game were more reflective and better reasoned.

But what most struck McDivitt was that his students talked about the game outside the classroom. "There were conversations about game scenarios spilling out in the hallways, the lunch room and even after school," he notes, "with some kids coming in after 3 wanting another turn! Once I heard someone say: 'Hey, dude, you weren't supposed to invade my country, we had a defense agreement!' Extracurricular conversations about the politics of leadership are not something I typically see after reading a chapter of a textbook."

DeKanter agrees. "A textbook is much better than a video game at delivering names and dates," he explains. "But in today's world, data is available anywhere on the internet. What's more important now than learning names and data are the skills to analyze that data and to apply information to gain insight and make decisions. In the Information Age it's all about connecting the dots -- and games are, much more than books, extremely good at helping students learn this."

But he is also realistic. "People learn from other people, not from machines. That's why games should never be played in a vacuum, and they should never be used as a babysitter. A game needs to be introduced and evaluated. Have students write a paper on how they performed in the game and what they learned. I don't see games as a replacement for textbooks, but as a valuable enhancement."

Atari founder Nolan Bushnell disagrees. He would love to set up a private school at which children learn through games. Textbooks would not be used. "We don't need books," he says decidedly. "Sure, kids need to read, but not necessarily books. Books are obsolete." The restaurant chain he is currently developing as part of his new company uWink could be a good model for his school; there, small groups sit around tables playing stimulating games surrounded by walls onto which facts and data are projected.

But won't educational games always lose out to their commercial equivalents purely focused on entertainment? "That's not the competition here," Bushnell replies. "Educational games are competing against the boring teacher in the front of the class who is just not capable of engaging his students."


The resistance to games shows all the signs of a ritual conflict between generations. At one time, rock 'n' roll was thought to have a clearly negative influence: Parents, preachers and politicians thought it changed young people into -- according to one U.S. preacher -- "devil worshippers" who defied both the law and common decency. Further back, jazz and even the waltz were criticized as corrupting influences, as were novels, comic books and movies -- all said to dull the minds of young people. In retrospect, I think we can all agree those influences weren't so bad.

More to the point, we currently consider books a higher form of culture, but one of history's most eminent philosophers, Socrates, was a declared opponent of reading. Books would render people forgetful, he claimed. According to Plato's Phaedrus, Socrates believed you shouldn't even write down a speech because the written word always provides "one unvarying answer." This recently led the Economist to suggest that Socrates was criticizing books' lack of interactivity and that, if alive today, he might be a champion of video games.

It is evident that digital culture has society ever more firmly in its grasp. It is clear that computers and the internet are creating endless new opportunities. And it is inevitable that this powerful cultural influence won't stop at the classroom door. Standard classroom teaching, from which Tim Rylands' students momentarily escape when Myst is played, would appear to be better suited to a time when young people were being prepared to work in an economy based on factories and mass production. It doesn't take a lot of insight to recognize that the modern economy requires very different talents --talents that may not be fully developed using traditional textbooks. The advance of video games into classroom education, therefore, is not only unavoidable but also necessary.
Marco Visscher is managing editor for Ode, the Netherlands-based international monthly on people and ideas that are changing the world.
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teaching
Posted by: rsaxto on Sep 14, 2006 1:30 AM   
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Carefully designed video games can definitely be a good teaching method. The internet is definitely a good teaching method. Good teachers are a good teaching method. An interactive mix of all three of these methods will someday make textbooks in physical form obsolete. The educational system like most other systems is improving. If we can get rid of the Bushies all of the society could be improving instead of devolving into warmongering chaos and dogma.

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Ever read
Posted by: Lizmv on Sep 14, 2006 5:20 AM   
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Ender's Game?

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» Nope--Got Too Bored to Finish It Posted by: idmaster2000

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Give me the resources
Posted by: Annarisse on Sep 14, 2006 6:28 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
I would love to use computer games in my classroom - or any other kind of game. I teach my kids card games like Rummy and Cribbage. I would love to introduce Settlers of Catan to my class, since it's easy to learn but requires a lot of strategy to play well. Computer games? Where do I sign up?

So let's just say I get the most wonderful computer game with which to teach English. I've worked out how I'm going to evaluate it. I've got the first week of lesson plans all set up. Then I go to look at the schedule for the computer lab.

Hmm. First period - grade ones. Second period - grade fives doing research. And so on. It turns out there's exactly two periods a week when I can get my class in to do things on the computers. I have to teach English for ninety minutes per day. So I sign up for the two periods that are available to me, and try to load the game. First, it asks for an internet registration, the site for which is blocked by the school's filtering software. Once I call a dozen people and get around that, I realize that the school's computers are so old (eight years) it will take about two minutes to load each screen, if in fact the game is playable at all. That's definitely going to help student engagement, isn't it?

So, for those of you who might be engaged in making computer games for kids: you may want to start fundraising efforts now, or lobby your local government for funding, because the vast majority of schools don't have the money or the space for the level of technology needed to play these games. Then you'll have to convince the school board that the extra literacy funding doesn't all have to be spent on glossy new additions to the leveled bookroom.

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» RE: Give me the resources Posted by: velvel of atlanta
» RE: Give me the resources Posted by: Annarisse

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The eyes have it
Posted by: YogiBear on Sep 14, 2006 7:52 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
"The digital life in which kids live today is turned off at school. That leaves them with boredom and frustration. A man in front of a blackboard with a piece of chalk is just very boring."

I figure it'll take about 20-30 years before a large portion of our digital youth begin developing serious eye problems. When 20 and 30 somethings start coming down with the eye impairments that normally afflict 60- and 70-year-olds, then our society might rethink our addiction to all things digital.

Personally, I love my computer; I love the Internet, and I love playing poker and first person shooter games (especially playing against friends online). The Internet has allowed me to connect with the world whereas due to my geographical situation, I was isolated before. But man wouldn't I trade it all in for a real poker game, a game of paintball or volleyball or touch football or other live social interaction.

Computers and computer games have their place are a lot of fun and should have their place in our lives. But to let them dominate -- to turn our reality over to virtual reality -- is asking too much from our evolutionarily underdeveloped eyes.

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» Balance Posted by: edith

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Yeah right
Posted by: aburritt on Sep 14, 2006 10:51 AM   
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OK, ours kids are illiterate so what do we do? Enhance the ways that they can cover up the negative effects of their illiteracy, as the author suggests, or actually make them literate again?
Literacy is a wonderful thing, so far, the most effective learning tool which has ever been developed by mankind. A literate and reasonable person would look at several generations of young people who have been drugged into submission and apathy by increasingly potent and addictive electronic drugs and suggest that they get off these drugs. A product of this drug culture, on the other hand, writes long and hopeful articles about how we can keep our beloved drugs while somehow eliminating the clear effects which these drugs are having on our kids and their ability and interest in learning.
Instead of trying to hopelessly debate this issue, I think a better option would be to open up avenues of alternative schooling to kids whatever their income (vouchers, charter schools, etc.) Then, some schools could teach with video games, others could ban them entirely from their schools. The market (ie the parents) could decide where to send their kids to learn, without first needing to be rich. Those parents who want their kids to have their learning to be programed into a small electronic box by their corporate masters can go to certain schools. Other kids can go where learning means reading, developiing their own imaginations without corporate/state programing, having real personal relationships, memorize relevant facts which will hold them in good stead in the future, spend lots of time outdoors exploring nature, plant gardens, do physical work, play in the traditional sense of the word, learn self-confidence and a can-do attitude from taking on challenges which are tough but ultimately rewarding, etc, etc.
After 10 or 15 yrs, we could actually compare the results of these two very different types of education. I think the results of this kind of experiment, on a mass scale, should already be coming out in the US. Instead, we have, year in and year out, "progressives" who have allied themselves with teachers unions in their fanatical belief in total state control over the minds of our kids. Consequently, true educational reform in our public education system never succeeds on any large scale.
In regard to this article, "progressives" should also note one important thing: The last schools to take on this latest fad of industrialized electronic educational serfdom will be the $40,000 a year private schools where the kids of the rich are sent. The educational gulf between classes will continue to grow, and the poor and middle class will be increasingly marginalized in their opportunities for a better life. And the results will be felt by everyone in the world.
Finally, a comment to all the video/TV junkies reading this: It's ultimately your own responsibility as citizens/parents to take control over the electronic drugs which have taken over your brain. (Maybe read Brave New World while you're working on this.) And if you can't do it, fine. But please don't force the children of more responsible and thoughtful parents, who do not have the resources to either home school or send their kids to an expensive private school, to have to submit to 12+ yrs of dumbed down edutainment because of your own electronic drug-induced addiction, irresponsibility, and stupidity.

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» RE: Yeah right Posted by: kittynboi
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» RE: esponse to Kittynboi Posted by: kittynboi
» RE: esponse to Kittynboi Posted by: bornxeyed
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» RE: Yeah right Posted by: JBravoEcho11
» RE: Let me guess.. Posted by: Techubus
» RE: Let me guess.. Posted by: bornxeyed
» RE: Let me guess.. Posted by: Techubus
» Well said; that said... Posted by: lionhead

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HIgher education?
Posted by: secretchief on Sep 14, 2006 12:28 PM   
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First, le me say that I agree with many points in the article. It is important to find a way to learn that makes sense to boys, and it is time to drop the pre-conceived ideas about video game, violence and so forth.

But as I was reading the part of the article about a guy with a chalk in front of a blackboard, I saw a problem. This theory is very well for elementary and high school, but is it not just pushing the problem forward? Who will be able to sit through a 3 hour class about Hegel after this "learning by gaming"?

At what level does the "making education like gaming" solution stop being a realistic solution?

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» RE: HIgher education? Posted by: bornxeyed
» RE: HIgher education? Posted by: Techubus

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An example of what might be lost
Posted by: bornxeyed on Sep 14, 2006 5:20 PM   
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I mentioned earlier learning has always involved games.

When I was 8 years old I invented a baseball game. I was an avid baseball card collector, as was pretty popular. Well one day, being bored with just collecting,reading, flipping and trading them I decided to invent a game where I took a card for each position, I didn't care about teams per se`, I never had a whole set of any one team's players. And I assigned each of the nine positions to two teams based on cards for players of those positions.

The I took a pair of dice. I had no idea of the laws of probablity but with a little thought it was easy to decide that home runs were rare, triples as little less, strikes and balls common, singles less so, etc.

I also knew from experience that snake eyes and box cars were very hard to roll, while combinations adding to 6 and 7 were pretty common. So I assigned common strikes and balls to 7 or 6, home runs to 12, etc.

Then my sister and I split up the cards, each took a team, rolled the dice for each pitch and played baseball.

It became so popular with my friends within a few days one older friend's father got statistics on every player on every team, collated them onto cardboard rosters and this friend started his own game. His father, an accountant, added new rules to skew the odds depending on a particular players statistics etc, and we played with real team rosters.

Although I kept playing, I was actually a bit depressed that my game had been "stolen" by this older kid, but I guess, even at 8, gratified someone appreciated what I had invented.

I mention this not to show what a genius I was at 8 years old, but to illustrate by example, what feats of creativity boredom might accomplish and how entertainment as education might totally overshadow any original thinking a, perhaps, "brilliant" child might develop if everything was geared to produce the highest average reading level or test scores to level the field.
And what might be lost if everyone is immersed in someone else's creativity.

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Same day as another shooting
Posted by: albrechtkrausse on Sep 14, 2006 7:45 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Anyone notice that this article was released on the same day as another tragic school-shooting by a trench-coated, goth malcontent, apparently, obsessed with death, videogames, internet, and vampires? Not that video games caused it but, by reports, he 'loved' playing a video game based on the Columbine shootings.

Anyway, my thoughts are:
1) too much internet and videogames can lead to isolation (or at least not enough real contact with people)
2) it moves too quickly. Books can teach patience and beauty whereas video aims for shock value and quick thrills.
3) too much video leads to less physical activity and we have fatter, unhealthy kids
4) too easy with video 'teaching' for the powers-that-be to brain-wash children (corporate advertising, gov't messages, etc.) This can happen with books but, usually, they are time-tested the teacher/parents are familiar with their content and can explain/teach the material. Who knows who makes the videos?
5) the video lessens creativity of the child. Instead of making up their own games, working out 'rules' on the playground, and interacting with others they will watch a screen all day.

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» RE: Same day as another shooting Posted by: albrechtkrausse

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What about environmental educatioN?
Posted by: fungus on Sep 15, 2006 8:47 AM   
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It is true that the curriculum in many schools is rote, alienating and numbing. But are computer games the answer?
As an environmental educator and writer who is over 40, I really doubt it. The focus on cyber culture encourages children to disassociate themselves from nature and the social world. They might learn problem solving skills and critical thinking skills, but are these skills really useful when they are are not connected to real world situations? My perspective is let's get kids out of the rote curriculum and
away from the computer screens and into a real engaged hands-on curriculum that is based on nature and experiences in their own communities. It would be very possible to develop reading, writing, math, social studies, sciences, arts, physical education and critical thinking lessons from this basis. And I do know from long experience that kids who play computer games are still fascinated and engaged when they are offered a chance to explore natural surroundings. It would be a tragedy if they
lost this chance.

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Video Gaming in schools is a bad idea
Posted by: Barbie on Sep 17, 2006 10:56 PM   
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It seems quite clear through many studies that the prime reason for Amerian students failure to read above a fourth grade level, write clearly and proficiently, think on a higher level, and in general possess the qualifications of literacy is the visual world that modern technology has created for them.

They are taught the fundamentals of reading, but, they do not read. Compared to TV, computers, and video games, they believe that reading is boring!! As they cannot read, they never develop the ability to write adequately. Most cannot hold an intelligent conversation or think creatively.

Subjected to TV's for long periods of time when they are mere babies, their nervous systems never develop fully. They develop short attention spans and cannot stay on task for more then a few minutes. Most cannot play alone or exhibit any degree of creativity or imagination. Indeed, they crave the fast moving unreal world of their screens (computer, TV or video game).

Most are overweight from lack of physical exercise and contact with the real world. They are brainwashed by commercials to consume fattening food, and other products; unable to distinguish between their wants and their needs.

Instead of giving them more of the same lethal tools, and with a society that promotes their physical and mental destruction--either admit that expecting them to meet the standards of the "No School Left Behind" law is impossible--(testing them on their ability to read, write and do math), even given the best schools, teachers, administrators, curriculum and materials, or be honest and instead test them on their ability to use a MOUSE, JOY STICK AND REMOTE!!!!

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Violent Video Games
Posted by: TerryS on Sep 19, 2006 12:31 AM   
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According to the article:

"The fact is that both youth crime and violent
crime in Western countries has fallen spectacularly
over the past 10 years as video game popularity
has risen. If video games inspire aggression,
it is not reflected in the figures."

According to the University of the West of England:

"Is crime increasing? Yes, over the last 25 years
there appears to have been a general increase in
crime in all European countries. Although there
have been "plateaux" where the crime rate has
levelled off in some countries for a few years
and occasional reductions, it is impossible to
find any European country where the crime rate
is now lower than it was ten or twenty years ago."

http://environment.uwe.ac.uk/commsafe/eusor3.asp

Crime rates in the United States, on the other
hand, have fallen spectacularly over the past
20 years. The percentage of American citizens
*not* in prison, has also fallen spectacularly.
Over the past 30 years the incarceration rate
has more than tripled in the U.S. We now have
the highest incarceration rate in the *entire*
world.

http://www.prisonpolicy.org/scans/punishing.pdf

So I think it is safe to say that crime rates
neither prove, nor disprove the theory that
violent video games lead to greater aggression.

Mr. Visscher is very dismissive of those people
who are concerned about the effects of violent
video games. What he fails to mention is that
science is very much on their side.

http://www.sciencedaily.com/releases
/2000/04/000424094004.htm

http://www.sciencedaily.com/releases
/2006/07/060727162108.htm

http://www.apa.org/releases/violentvideoC05.html

I do believe that playing video games is a very
powerful way to learn. Just be aware, that if
you want to learn to be more aggressive, then
violent video games are the way to go. And if
you don't want to desensitize yourself to
violence, then you should avoid violent video
games.

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teaching
Posted by: rsaxto on Sep 14, 2006 1:30 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Carefully designed video games can definitely be a good teaching method. The internet is definitely a good teaching method. Good teachers are a good teaching method. An interactive mix of all three of these methods will someday make textbooks in physical form obsolete. The educational system like most other systems is improving. If we can get rid of the Bushies all of the society could be improving instead of devolving into warmongering chaos and dogma.

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Ever read
Posted by: Lizmv on Sep 14, 2006 5:20 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Ender's Game?

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» Nope--Got Too Bored to Finish It Posted by: idmaster2000

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Give me the resources
Posted by: Annarisse on Sep 14, 2006 6:28 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
I would love to use computer games in my classroom - or any other kind of game. I teach my kids card games like Rummy and Cribbage. I would love to introduce Settlers of Catan to my class, since it's easy to learn but requires a lot of strategy to play well. Computer games? Where do I sign up?

So let's just say I get the most wonderful computer game with which to teach English. I've worked out how I'm going to evaluate it. I've got the first week of lesson plans all set up. Then I go to look at the schedule for the computer lab.

Hmm. First period - grade ones. Second period - grade fives doing research. And so on. It turns out there's exactly two periods a week when I can get my class in to do things on the computers. I have to teach English for ninety minutes per day. So I sign up for the two periods that are available to me, and try to load the game. First, it asks for an internet registration, the site for which is blocked by the school's filtering software. Once I call a dozen people and get around that, I realize that the school's computers are so old (eight years) it will take about two minutes to load each screen, if in fact the game is playable at all. That's definitely going to help student engagement, isn't it?

So, for those of you who might be engaged in making computer games for kids: you may want to start fundraising efforts now, or lobby your local government for funding, because the vast majority of schools don't have the money or the space for the level of technology needed to play these games. Then you'll have to convince the school board that the extra literacy funding doesn't all have to be spent on glossy new additions to the leveled bookroom.

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» RE: Give me the resources Posted by: velvel of atlanta
» RE: Give me the resources Posted by: Annarisse

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The eyes have it
Posted by: YogiBear on Sep 14, 2006 7:52 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
"The digital life in which kids live today is turned off at school. That leaves them with boredom and frustration. A man in front of a blackboard with a piece of chalk is just very boring."

I figure it'll take about 20-30 years before a large portion of our digital youth begin developing serious eye problems. When 20 and 30 somethings start coming down with the eye impairments that normally afflict 60- and 70-year-olds, then our society might rethink our addiction to all things digital.

Personally, I love my computer; I love the Internet, and I love playing poker and first person shooter games (especially playing against friends online). The Internet has allowed me to connect with the world whereas due to my geographical situation, I was isolated before. But man wouldn't I trade it all in for a real poker game, a game of paintball or volleyball or touch football or other live social interaction.

Computers and computer games have their place are a lot of fun and should have their place in our lives. But to let them dominate -- to turn our reality over to virtual reality -- is asking too much from our evolutionarily underdeveloped eyes.

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» Balance Posted by: edith

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Yeah right
Posted by: aburritt on Sep 14, 2006 10:51 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
OK, ours kids are illiterate so what do we do? Enhance the ways that they can cover up the negative effects of their illiteracy, as the author suggests, or actually make them literate again?
Literacy is a wonderful thing, so far, the most effective learning tool which has ever been developed by mankind. A literate and reasonable person would look at several generations of young people who have been drugged into submission and apathy by increasingly potent and addictive electronic drugs and suggest that they get off these drugs. A product of this drug culture, on the other hand, writes long and hopeful articles about how we can keep our beloved drugs while somehow eliminating the clear effects which these drugs are having on our kids and their ability and interest in learning.
Instead of trying to hopelessly debate this issue, I think a better option would be to open up avenues of alternative schooling to kids whatever their income (vouchers, charter schools, etc.) Then, some schools could teach with video games, others could ban them entirely from their schools. The market (ie the parents) could decide where to send their kids to learn, without first needing to be rich. Those parents who want their kids to have their learning to be programed into a small electronic box by their corporate masters can go to certain schools. Other kids can go where learning means reading, developiing their own imaginations without corporate/state programing, having real personal relationships, memorize relevant facts which will hold them in good stead in the future, spend lots of time outdoors exploring nature, plant gardens, do physical work, play in the traditional sense of the word, learn self-confidence and a can-do attitude from taking on challenges which are tough but ultimately rewarding, etc, etc.
After 10 or 15 yrs, we could actually compare the results of these two very different types of education. I think the results of this kind of experiment, on a mass scale, should already be coming out in the US. Instead, we have, year in and year out, "progressives" who have allied themselves with teachers unions in their fanatical belief in total state control over the minds of our kids. Consequently, true educational reform in our public education system never succeeds on any large scale.
In regard to this article, "progressives" should also note one important thing: The last schools to take on this latest fad of industrialized electronic educational serfdom will be the $40,000 a year private schools where the kids of the rich are sent. The educational gulf between classes will continue to grow, and the poor and middle class will be increasingly marginalized in their opportunities for a better life. And the results will be felt by everyone in the world.
Finally, a comment to all the video/TV junkies reading this: It's ultimately your own responsibility as citizens/parents to take control over the electronic drugs which have taken over your brain. (Maybe read Brave New World while you're working on this.) And if you can't do it, fine. But please don't force the children of more responsible and thoughtful parents, who do not have the resources to either home school or send their kids to an expensive private school, to have to submit to 12+ yrs of dumbed down edutainment because of your own electronic drug-induced addiction, irresponsibility, and stupidity.

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» RE: Yeah right Posted by: kittynboi
» RE:Response to Kittynboi Posted by: aburritt
» RE: esponse to Kittynboi Posted by: kittynboi
» RE: esponse to Kittynboi Posted by: bornxeyed
» RE: esponse to Kittynboi Posted by: kittynboi
» RE: esponse to Kittynboi Posted by: bornxeyed
» RE: esponse to Kittynboi Posted by: kittynboi
» RE: Yeah right Posted by: JBravoEcho11
» RE: Let me guess.. Posted by: Techubus
» RE: Let me guess.. Posted by: bornxeyed
» RE: Let me guess.. Posted by: Techubus
» Well said; that said... Posted by: lionhead

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HIgher education?
Posted by: secretchief on Sep 14, 2006 12:28 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
First, le me say that I agree with many points in the article. It is important to find a way to learn that makes sense to boys, and it is time to drop the pre-conceived ideas about video game, violence and so forth.

But as I was reading the part of the article about a guy with a chalk in front of a blackboard, I saw a problem. This theory is very well for elementary and high school, but is it not just pushing the problem forward? Who will be able to sit through a 3 hour class about Hegel after this "learning by gaming"?

At what level does the "making education like gaming" solution stop being a realistic solution?

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» RE: HIgher education? Posted by: bornxeyed
» RE: HIgher education? Posted by: Techubus

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An example of what might be lost
Posted by: bornxeyed on Sep 14, 2006 5:20 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
I mentioned earlier learning has always involved games.

When I was 8 years old I invented a baseball game. I was an avid baseball card collector, as was pretty popular. Well one day, being bored with just collecting,reading, flipping and trading them I decided to invent a game where I took a card for each position, I didn't care about teams per se`, I never had a whole set of any one team's players. And I assigned each of the nine positions to two teams based on cards for players of those positions.

The I took a pair of dice. I had no idea of the laws of probablity but with a little thought it was easy to decide that home runs were rare, triples as little less, strikes and balls common, singles less so, etc.

I also knew from experience that snake eyes and box cars were very hard to roll, while combinations adding to 6 and 7 were pretty common. So I assigned common strikes and balls to 7 or 6, home runs to 12, etc.

Then my sister and I split up the cards, each took a team, rolled the dice for each pitch and played baseball.

It became so popular with my friends within a few days one older friend's father got statistics on every player on every team, collated them onto cardboard rosters and this friend started his own game. His father, an accountant, added new rules to skew the odds depending on a particular players statistics etc, and we played with real team rosters.

Although I kept playing, I was actually a bit depressed that my game had been "stolen" by this older kid, but I guess, even at 8, gratified someone appreciated what I had invented.

I mention this not to show what a genius I was at 8 years old, but to illustrate by example, what feats of creativity boredom might accomplish and how entertainment as education might totally overshadow any original thinking a, perhaps, "brilliant" child might develop if everything was geared to produce the highest average reading level or test scores to level the field.
And what might be lost if everyone is immersed in someone else's creativity.

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Same day as another shooting
Posted by: albrechtkrausse on Sep 14, 2006 7:45 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
Anyone notice that this article was released on the same day as another tragic school-shooting by a trench-coated, goth malcontent, apparently, obsessed with death, videogames, internet, and vampires? Not that video games caused it but, by reports, he 'loved' playing a video game based on the Columbine shootings.

Anyway, my thoughts are:
1) too much internet and videogames can lead to isolation (or at least not enough real contact with people)
2) it moves too quickly. Books can teach patience and beauty whereas video aims for shock value and quick thrills.
3) too much video leads to less physical activity and we have fatter, unhealthy kids
4) too easy with video 'teaching' for the powers-that-be to brain-wash children (corporate advertising, gov't messages, etc.) This can happen with books but, usually, they are time-tested the teacher/parents are familiar with their content and can explain/teach the material. Who knows who makes the videos?
5) the video lessens creativity of the child. Instead of making up their own games, working out 'rules' on the playground, and interacting with others they will watch a screen all day.

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» RE: Same day as another shooting Posted by: albrechtkrausse

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What about environmental educatioN?
Posted by: fungus on Sep 15, 2006 8:47 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
It is true that the curriculum in many schools is rote, alienating and numbing. But are computer games the answer?
As an environmental educator and writer who is over 40, I really doubt it. The focus on cyber culture encourages children to disassociate themselves from nature and the social world. They might learn problem solving skills and critical thinking skills, but are these skills really useful when they are are not connected to real world situations? My perspective is let's get kids out of the rote curriculum and
away from the computer screens and into a real engaged hands-on curriculum that is based on nature and experiences in their own communities. It would be very possible to develop reading, writing, math, social studies, sciences, arts, physical education and critical thinking lessons from this basis. And I do know from long experience that kids who play computer games are still fascinated and engaged when they are offered a chance to explore natural surroundings. It would be a tragedy if they
lost this chance.

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Video Gaming in schools is a bad idea
Posted by: Barbie on Sep 17, 2006 10:56 PM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
It seems quite clear through many studies that the prime reason for Amerian students failure to read above a fourth grade level, write clearly and proficiently, think on a higher level, and in general possess the qualifications of literacy is the visual world that modern technology has created for them.

They are taught the fundamentals of reading, but, they do not read. Compared to TV, computers, and video games, they believe that reading is boring!! As they cannot read, they never develop the ability to write adequately. Most cannot hold an intelligent conversation or think creatively.

Subjected to TV's for long periods of time when they are mere babies, their nervous systems never develop fully. They develop short attention spans and cannot stay on task for more then a few minutes. Most cannot play alone or exhibit any degree of creativity or imagination. Indeed, they crave the fast moving unreal world of their screens (computer, TV or video game).

Most are overweight from lack of physical exercise and contact with the real world. They are brainwashed by commercials to consume fattening food, and other products; unable to distinguish between their wants and their needs.

Instead of giving them more of the same lethal tools, and with a society that promotes their physical and mental destruction--either admit that expecting them to meet the standards of the "No School Left Behind" law is impossible--(testing them on their ability to read, write and do math), even given the best schools, teachers, administrators, curriculum and materials, or be honest and instead test them on their ability to use a MOUSE, JOY STICK AND REMOTE!!!!

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Violent Video Games
Posted by: TerryS on Sep 19, 2006 12:31 AM   
Current rating: Not yet rated    [1 = poor; 5 = excellent]
According to the article:

"The fact is that both youth crime and violent
crime in Western countries has fallen spectacularly
over the past 10 years as video game popularity
has risen. If video games inspire aggression,
it is not reflected in the figures."

According to the University of the West of England:

"Is crime increasing? Yes, over the last 25 years
there appears to have been a general increase in
crime in all European countries. Although there
have been "plateaux" where the crime rate has
levelled off in some countries for a few years
and occasional reductions, it is impossible to
find any European country where the crime rate
is now lower than it was ten or twenty years ago."

http://environment.uwe.ac.uk/commsafe/eusor3.asp

Crime rates in the United States, on the other
hand, have fallen spectacularly over the past
20 years. The percentage of American citizens
*not* in prison, has also fallen spectacularly.
Over the past 30 years the incarceration rate
has more than tripled in the U.S. We now have
the highest incarceration rate in the *entire*
world.

http://www.prisonpolicy.org/scans/punishing.pdf

So I think it is safe to say that crime rates
neither prove, nor disprove the theory that
violent video games lead to greater aggression.

Mr. Visscher is very dismissive of those people
who are concerned about the effects of violent
video games. What he fails to mention is that
science is very much on their side.

http://www.sciencedaily.com/releases
/2000/04/000424094004.htm

http://www.sciencedaily.com/releases
/2006/07/060727162108.htm

http://www.apa.org/releases/violentvideoC05.html

I do believe that playing video games is a very
powerful way to learn. Just be aware, that if
you want to learn to be more aggressive, then
violent video games are the way to go. And if
you don't want to desensitize yourself to
violence, then you should avoid violent video
games.

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