Media Education Post
The article Participatory Culture, Video Gaming
and “Real World skills” details how many researchers believe that video gaming provide
players valuable skills that can be transferred into real world settings. Educators have differing opinions on the
merits of video gaming and question their effectiveness. Video games fall into collaborative problem
solving which is one of the four forms of Jenkins’ participatory culture; it’s
described as working together in teams, formal and informal, completing tasks
and developing new knowledge through Wikipedia, alternative reality gaming, or
spoiling. The research in this article
took 40 participants who played world of warcraft and asked them to identify
how much they used the following real world life skills while playing the game;
knowledge, comprehension, application, analysis, synthesis, and evaluation. The study found that the forty participant’s
skills used the most while playing were analysis, synthesis and evaluation.
This articles key issued can be interpreted by
using Green’s approach to literacy. Culturally
the players must understand the content and the context of the game to continue
to play and succeed. Operationally
players must use the language system (the rules) of the game they play to
decode and incode a range of texts.
Players need to follow the rules to be able to play the game and to
understand the prompts that they are given throughout the game to continue to
play. Finally video games use critical
thinking to ask questions of themselves and others when playing the game, to
inquire and to construct their own method of success while playing.
Although this is not a
large study by any means it does open up the doors for discussion on the
validity that these types of virtual reality video games have for use in the
classroom. I agree that according to Jenkins’ theory of participatory culture
the skills that gamers acquire through gaming can be beneficial both within the
game and in the classroom and into the future as they will need critical
thinking and the ability to make and evaluate decisions. One could say that these skills are priceless
and the place to learn them would be in conjunction with traditional school and
virtually through a video game. That
learning these types of skills through gaming is a benefit and that trial and
error learned virtually could better prepare students for their future. My only concern is that many of the teenagers
I know spend countless hour’s online playing video games and not enough time in
the real world to use the skills that they are learning virtually. The advantage of these skills learned online I
believe are only beneficial if students are spending an equal amount of time in
the real world.
Hi Cheryl - you stated that "video games use critical thinking to ask questions of themselves and others when playing the game, to inquire and to construct their own method of success while playing". I am strongly considering these types of activities for my organization. I think it would be a great way to engage learners and help them to improve their critical thinking while expanding their on the job knowledge.
ReplyDeleteThe more I learn about simulations, interactive exercises, and gaming, the more I think this would be a valuable option for my company.
Cathy
I agree Cathy-I was never a gamer but worked and work with a lot of gamers. I had an old boss who is and was a huge gamer he played a lot of world of warcraft and he used to bring up a lot of the games intricacies when rallying our department during a difficult time in our company. At the time I really didn't get it but I was one person of a graphic design and coding dept where the majority played this game. Looking back it was really effective way to get their understanding. He used to plan WOW night where the team could stay and play the game against each other in our dept. It was good for camaraderie and problem solving. As I look forward I see the benefit defiantly with adults using gaming type learning to help them in their work life.
ReplyDeleteHi Cheryl...After watching the Ted talk with gamer Daphne Bevielar I will admit that my opinion on gaming changed to some extent. When my son was young and video games were new, I was a total control freak.
ReplyDeleteI think I would still exercise mindful distribution of screen to no screen time....but at this point, I can appreciate the skill set, dialog, community and learning afforded by these games. Daphne was quite inspirational in her complete optimism and verve. However...I wholeheartedly support tactile, real life experiences,reading for meaning, in- person gestural articulated communication, authentic experiences with cultural artifacts,and diverse encounters with the world...natural sciences, making and ecosystems. I think it is all about balance. My kids used to ask if they could PLEASE eat food with preservatives like everyone else. The balance was, "Sure...choose one box a week of whatever you want if you come to the store with me". Today they are both super healthy and pretty balanced in their view of the affordances and drawbacks of socio-cultural technological life.My son is in IT and lives the world of apps, but recognizes the need and has the tools to step away for replenishment.