×

Loading...
Ad by
  • 最优利率和cashback可以申请特批,好信用好收入offer更好。请点链接扫码加微信咨询,Scotiabank -- Nick Zhang 6478812600。
Ad by
  • 最优利率和cashback可以申请特批,好信用好收入offer更好。请点链接扫码加微信咨询,Scotiabank -- Nick Zhang 6478812600。

New research shows benefits of playing computer games

本文发表在 rolia.net 枫下论坛UNIVERSITY OF BRISTOL
New research shows benefits of playing computer games

The games playing habits of 700 7- to 16-year-olds is the subject of new research carried out by directors, Professor Angela McFarlane, who holds a Chair in Education at Bristol University, Ysanne Heald and Anne Sparrowhawk, of Teachers Evaluating Educational Multimedia (TEEM) on behalf of the DfES.
The report reveals the many important benefits that children acquire as a result of playing computer games.

The research, which gathered information from teachers, parents and pupils, shows that children learn a range of strategic thinking and planning skills that teachers find beneficial to their pupils' learning.

Rather than games playing being a solitary, male-orientated activity, the report demonstrates that children prefer to play in pairs and small groups, and are excited and motivated with the challenges that games provide.

Teachers are particularly excited by the negotiation and exploration skills that games playing develops.

One teacher said in the report: "The main advantage, in educational terms, of this type software is the problem solving and co-operative skills that it demands if used in a paired/group situation. I observed a number of strong, useful discussions between groups of children, in which individuals were required to listen to other and to justify their ideas in ways that would encourage others to accept them."

Parents reported that they see valuable learning outcomes, such as computer literacy, logical thinking, creative arts and hand-eye co-ordination.

Parents saw maths, spelling and reading skills being developed through play. Girls also use computer games but by the age of 14-16, more sparingly than boys, preferring games only when they were bored with other activities.

The report demonstrates that children learn important thinking, strategic and negotiated skills via games that are not necessarily encouraged as easily through other mediums.更多精彩文章及讨论,请光临枫下论坛 rolia.net
Report

Replies, comments and Discussions:

  • 枫下家园 / 望子成龙 / 让你们的孩子痛快地玩儿电子游戏吧----听听专家们如何说(译文)
    本文发表在 rolia.net 枫下论坛James Paul Gee, a reading professor at the University of Wisconsin-Madison, is the author of 'What Video Games Have to Teach Us About Learning and Literacy'. 下面是本人粗浅的翻译,原文见
    http://www.wired.com/wired/archive/11.05/view.html?pg=1

    当孩子们玩儿电子游戏时,他们体验的是一种比在教室里更有力的学习形式。学习不是记忆孤立的事实,而是联系和运用。

    今天,年轻的玩儿家们不是要训练成拿着枪的抢劫者。他们正在学会如何学习。在“Pikmin”, 孩子们要管理像植物一样的外星人,为解决问题制定战略。在“MGS2”中,玩家潜行在虚拟的环境中,执行复杂的任务。即使在名声不好的“Vice City”里,玩家也要训练角色,建立历史,形成虚拟世界。在战略游戏像“WarCarft III”和“Age of Mythology”里,他们要学会宏观管理一系列元素,而同时要平衡短期和长期目标。这听起来就像在准备个人简历。

    电子游戏作为教学设备的秘密并不是因为它强大的3D图像,而是它的内在结构。游戏的每一级都活跃在游戏者能力的外层极限周围, 在每一点都寻求可行的方案。在认知科学中,这被称作“能力原则体制”,这会导致同步的喜悦和失落。认知科学家Andy diSessa认为,最好的教学方式就在学生能力的边界周围。但大多数学校力求避免唤起着这种喜悦和挫折的感觉,无视这一事实,那就是这些情感在教育孩子时可以非常有用。

    此外,好的游戏加入了技巧的原则。这些游戏倾向于鼓励玩家先完全掌握一级,仅在下一级再考验掌握的水平,这就强迫孩子们适应和改进。这种精巧的编排被认知科学家认为是获得技巧的方式,无论在任何领域。而这在循规蹈矩的学校不常发生,学校的“好”学生仅在学校表现好。

    电子游戏怎么成为如此成功的有效的教学模式呢?游戏制作者并非认知科学家,这不过是市场经济的一个简单例子:如果一个游戏不能教会游戏者玩的更好,它就不会畅销。游戏公司并非通过编排简单、容易的游戏而每年获利69亿美元。玩家们不喜欢像Half Life:Blue Shift和Devil May Cry2那样的简单游戏。对此,游戏设计者的回答是制作更加复杂的游戏,这些游戏需要把握复杂的环境,玩通需要花50-100小时。而学校的回答不过是更多的考试、更多的练习和更加刻板和僵化。他们已处在认知科学的黑暗时代。

    我们并非认为电子游戏和教育改革有关,但或许我们应该这样做。游戏设计者们别把自己视为学习理论家,但或许他们应该成为。孩子们经常说他们玩的时候没感到学习,他们对玩儿太专注了。如果孩子们对科学课也这样说的话,我们国家的教育问题就会解决了。更多精彩文章及讨论,请光临枫下论坛 rolia.net
    • New research shows benefits of playing computer games
      本文发表在 rolia.net 枫下论坛UNIVERSITY OF BRISTOL
      New research shows benefits of playing computer games

      The games playing habits of 700 7- to 16-year-olds is the subject of new research carried out by directors, Professor Angela McFarlane, who holds a Chair in Education at Bristol University, Ysanne Heald and Anne Sparrowhawk, of Teachers Evaluating Educational Multimedia (TEEM) on behalf of the DfES.
      The report reveals the many important benefits that children acquire as a result of playing computer games.

      The research, which gathered information from teachers, parents and pupils, shows that children learn a range of strategic thinking and planning skills that teachers find beneficial to their pupils' learning.

      Rather than games playing being a solitary, male-orientated activity, the report demonstrates that children prefer to play in pairs and small groups, and are excited and motivated with the challenges that games provide.

      Teachers are particularly excited by the negotiation and exploration skills that games playing develops.

      One teacher said in the report: "The main advantage, in educational terms, of this type software is the problem solving and co-operative skills that it demands if used in a paired/group situation. I observed a number of strong, useful discussions between groups of children, in which individuals were required to listen to other and to justify their ideas in ways that would encourage others to accept them."

      Parents reported that they see valuable learning outcomes, such as computer literacy, logical thinking, creative arts and hand-eye co-ordination.

      Parents saw maths, spelling and reading skills being developed through play. Girls also use computer games but by the age of 14-16, more sparingly than boys, preferring games only when they were bored with other activities.

      The report demonstrates that children learn important thinking, strategic and negotiated skills via games that are not necessarily encouraged as easily through other mediums.更多精彩文章及讨论,请光临枫下论坛 rolia.net