22 April 2012

Journal #4 games in education


Do all human beings enjoy playing digital games? - In what ways can gaming or multi-user virtual environments (MUVEs) contribute to the learning experience? - Do games and MUVEs benefit certain students or groups more than others?

Do all human beings enjoy playing digital games? That's a tough question. For one thing, I would ask: do all humans enjoy playing games? Games are technically work and problem-solving, yet somehow they are enjoyable too. Maybe not every game...it seems certain types of games appeal more to certain types of people. But, for the most part, I think it is in our nature to love games. For that reason, I would claim that all human beings could enjoy playing digital games. For those people who aren't comfortable with technology, they wouldn't enjoy playing these games, at first. But I think if they became comfortable enough with technology, they would be able to enjoy playing digital games. This is why I use the disclaimer of "could" enjoy digital games.

In what ways can gaming or multi-user virtual environments (MUVEs) contribute to the learning experience? Games are problem-solving at their core. By using environments where multiple people are working at solving the problem, you can get complex interactions coming out of the group. Also, the problems within the game can be much more intricate, which could enhance the game and satisfaction of solving the problem (a.k.a. winning). You learn team-building skills as well, because you are coordinating a team effort to solve the problems the game throws at you. Even if you are not on the same team, you can share advice and talk over problems with people who play the game, either in world or in the 'real' world. This, again, would enhance personal relationships and build a sense of community. Also, speaking from the point of view of a learner, a lesson may seem unmanageable or unlearnable, but having a helping hand of a peer-learner who is going through the same situation can be quite comforting and helpful. The task doesn't seem so daunting and learners are less likely to give up, in my opinion.

Do games and MUVEs benefit certain students or groups more than others? I would say yes based solely on the learner's comfort level with technology. Therefore, older students, let say in their 60's, for example, may not be very comfortable moving around in a virtual world. They may have trouble manipulating their environment or even understanding the concept. Now, I'm not saying that all people in their 60's would have this problem - some would be very comfortable in this environment. But anyone, of any age, race, gender, whatever, is going to have trouble with digital games and MUVEs if they are not comfortable with technology. If they are tripped up on technology, they are not able to learn the lesson because they are too busy trying to learn the technology.