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Reading, Writing and Video Gaming

By Marco Visscher, Ode. Posted September 14, 2006.


Teachers are learning that video games can actually improve our schools. As education adapts to please the gamer generation, will textbooks become obsolete?
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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."


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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   
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
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
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
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
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
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
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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