A recent article from Inside Higher Education on video games in teaching. An interesting, informative article, that mostly outlines the place game-based learning currently is in the "wave" model of education. You know that model; what's the next wave that's going to solve every problem we have today, and all the problems we'll have tomorrow? A friend who teaches in secondary education refers to this is the "miracle de jur," by which he means the pedagogy sponsored by the consultant his district just paid 10K to come for a weekend, that everyone will slavishly follow for three to four years until they realize that it didn't solve any of their problems and hire a new consultant.
Gaming is at the beginning of the enthusiasm wave, which means it has its enthusiasts and its detractors. The IHE ariticle is surprisingly balanced. I guess the author has seen too many miracle de jurs pass by. I particularly like the distinction she makes between game-based learning and gamification. I have to admit to a prejudice against gamification. I find it a less than palatable word, and not simply because it is so uncomfortable on the tongue and jarring to the ear.
"More than Fun?" by Sharon O'Malley.
file:///C:/Users/Mark/Documents/Games/Educational%20games%20expand%20classroom%20learning.htm
Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts
Wednesday, August 2, 2017
Friday, April 15, 2016
Drive By Book Review: The State of Play: Creators and Critics on Video Game Culture
The State of Play: Creators and Critics on Video Game
Culture, Edited by Daniel Goldberg and Linus Larsson.
With it's bright orange cover, The State of Play immediately announces that overly subtle academiceze will not be in play--though insight and intelligence is widely displayed. This little book contains 13 diverse essays that, as the
title suggests, explores video game culture from the inside.
Forget Fox Channel clichés
about video games causing violence. This issue isn’t ignored; it’s handled in a
sophisticated enough way that, as Cara Ellison and Brendan Keogh write in “The
Joy of Virtual Violence,” “It's the rest of the world that needs to catch up”
(155).
Essays range from straight on commentaries on gender discrimination—a
more critical issue than violence for most gamers—representation of race and
ethnicity, to esoteric explorations of identity, as in Ola Wikander’s “The God
in the Machine”:
“There is an interesting relationship that can be imagined
between this type of Gnostic mythology and the role of the video game player in
relation to the character he or she plays. Just like the fallen human soul
described by Gnostic religions, the video game player steps into a false world
that only exists for as long as one believes in it” (246).
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