“Games are designed to generate a
positive effect in players, and are most successful and engaging when they
facilitate the flow experience” (Kiili, 2005).
In addition to the learner becoming engaged, he also becomes more
motivated when he begins to experience a state of flow-nothing but what you are
doing in the moment matters. I know that
to be true because I have experienced a state of flow when attempting a
difficult position while practicing Hot Yoga. All of a sudden I realize I’m in the perfect
stance and I feel like I could stay there forever-no matter how difficult it
becomes or how hot the room is. When it
comes to learning, I believe I have observed others experiencing a state of
flow during an engaging learning experience.
Oblinger 2006 states “It is important
to emphasize that games and play may be effective learning environments, not
because they are “fun” but because they are immersive, require the player to
make frequent, important decisions, have clear goals, adapt to each player
individually, and involve a social network” (https://net.educause.edu). While I do not have direct experience with “games”
as educational tools, I do have experience with simulated learning environments,
that do require the learners to make
educated decisions, which have an impact on whether or not they pass or
fail. And, I am here to you, they take the learning environment very
seriously.
If I were an educator of teachers, simSchool is definitely a
tool I would use.
“simSchool is a classroom simulation that supports the rapid
accumulation of a teacher's experience in analyzing student differences,
adapting instruction to individual learner needs, gathering data about the
impacts of instruction, and seeing the results of their teaching.
simSchool is like a "flight simulator"
for educators - a place where instructors can explore instructional strategies,
examine classroom management techniques, and practice building relationships
with students that will translate into increased learning.
Results of teachers experience are real, measureable, and
include: improvement in general teaching
skill, improved confidence in using technology, increased belief that the
teacher has the skills and ability to make a difference in a child's or an
adult’s life, improvement in pre-service teachers' performance in teacher
preparation courses and attitudes toward inclusion of special needs students, significant
positive impact on the mastery of deeper learning capacities that comprise the
readiness to teach, increased "staying power" on the path to the
field of teaching acquired through rapid development of strong self-efficacy
and resilience. In these ways and more,
simSchool enables transformational experiences for teachers to help them become
more effective leaders in their classrooms and learning communities” (http://www.simschool.org/about).
I believe this game has the
potential to help students improve, their speed, agility, memory, and attention
span. I played long enough to set a
benchmark for my cognitive health.
Unless we constantly exercise our minds, as we age, we become less
agile. Luminosity is just one of many
games one can play to exercise their brain, and there are others that are free-for
example, MindDabble.com. In reality, even young children can benefit
from games that exercise their brain. As
I dabbled in the Luminosity environment, I was challenged to do things such as
remember where birds were located on a page and what number was associate with
the bird, or where colored squares were located in a pattern of several. It was an interesting experience, and I will
definitely investigate further for tools that can provide the same experience
without cost, because, I believe that the more we exercise our brain, the
smarter and more self-sufficient we become.
References
Kiili, K. (2005). Digital game-based learning: Towards
an experiential gaming model. Internet
and
Higher Education
8 (2005) 13–24. doi:10.1016/j.iheduc.2004.12.001
Gee, James Paul. “Learning and
Games." The Ecology of Games: Connecting Youth, Games, and
Learning. Edited
by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on
Digital Media
and Learning. Cambridge, MA: The MIT Press, 2008. 21–40. doi:
10.1162/dmal.9780262693646.021
Oblinger, D. (May, 2006). Simulations, Games, and Learning. Retrieved from:
https://net.educause.edu.
No comments:
Post a Comment