Sunday, January 29, 2012

Video Game Seduction Secrets

Keith, S. (2011, May 14). The seduction secrets of video game designers. Retrieved from http://www.guardian.co.uk/technology/2011/may/15/video-game-design-psychology


 Audio Reflection of the article, The Seduction Secrets of Video Game Designers:

Script of Audio Reflection:
"The biggest advantage of game development for education will be the games ability to reinforce mastered skills and the logically progression to continually development new skills. Being an educator I see too often students feeling bad because they didn’t receive a good grade on an assignment. Also traditional education we make failure a bad thing when in reality the human learns from failure. Games are set up to make failure ok: You lose your life and you can start over again. If memory serves, this is clear in Nintento’s Super Mario Brothers where you can lose your life but you restart in the level you lost that life. You don’t have keep repeating mastered skills from previous levels. Appling this logic to educational games can do away with those grades that make kids feel inadequate and eventual lose self-esteem just because he or she learns differently as compared to the masses.
So students as players will benefit from the "acquire, test, master" game set up, that is predominate in game design today. Another benefit in game play is the learners ability go at a pace that suites them, therefore games are a logical way to differentiate a classroom. The last important aspect of gaming in the classroom is the games ability to keep the player autonomous. When the human is allowed to make mistakes without fear of ridicule or a bad grade real learning happens.
As the video gaming industry continues to evolve, more complex levels of moving the players from one level to next will continue develop skills that will benefit learning in both the digital world and real world. One of these evolutions is the developers increasing research into human motivation and applying this knowledge into video gaming.
To conclude I believe that video gaming has a place in today’s classroom as long as the player can fail without fear, more forward at their own pace and remain autonomous.

National Standard: ISTE NETs Teachers
Grade: Professional
Subject: Technology
Sub-Focus: None
Standard: ISTE 1: Facilitate and Inspire Student Learning and Creativity
Details: Teachers use their knowledge of subject matter, teaching and learning, and technology to facilitate experiences that advance student learning, creativity, and innovation in both face-to-face and virtual environments. Teachers: a. promote, support, and model creative and innovative thinking and inventiveness. b. engage students in exploring real-world issues and solving authentic problems using digital tools and resources. c. promote student reflection using collaborative tools to reveal and clarify students' conceptual understanding and thinking, planning, and creative processes. d. model collaborative knowledge construction by engaging in learning with students, colleagues, and others in face-to-face and virtual environments.

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