research paper
Learning with Video Games René St-Pierre
Educational video games are inscribed in the historical continuity of a long tradition associated with the dissemination of pedagogical games. From the doll to the toy soldier, the puzzle to the role play, the presence of these artifacts indicates educational situations apparently far removed from the school context. Often the conveyors of sociocultural stereotypes, these games and toys reflect evolving techniques and mentalities; they illustrate the growing impact of scholarly knowledge on recreational learning activities. Concurrently with media education, there is a growing interest in the usage of video games as learning tools. Current research in the area is focused on usage in schools of titles marketed to the general public and of video games created specifically for the school context. As in the medieval époque when playing cards allowed analphabetic people to learn how to count, recognize symbols and develop cognitive skills, the usage of video games today allows the development of certain skills, such as hand-eye coordination (visio-haptic coordination), analysis and management of complex data, interpersonal communication, problemresolution and literacy. Can video games be used for learning? “We shape our tools, and afterwards our tools shape us,” wrote Marshall MacLuhan in 1964 about television. Today, young people subjected to the universe of the media, computer technology and video games are developing new cognitive and relational skills, and a growing number of teachers and researchers believe that video games facilitate the development of children’s abilities and so, in that sense, shape them as well. Prensky (2000) has summarized these new skills. Description of cognitive or behavioural skills: • Accelerated and simultaneous information processing;
Video games can be used in the school environment to fulfill certain pedagogical functions, such as tutoring, exploration, entertainment, attitudinal change and the practice of certain personal and social competencies or skills
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Ability to process and distinguish several types of information from various sources rapidly and simultaneously; Prevalence of image over text; Preference for searching for meaning via visual content and then spending time on text to refine, expand and explore understanding of the subject; Random and distant access instead of step-by-step and local; Ability to jump from one kernel of information to another by creating connections rather than following an information narrative or hierarchy; Familiarity with the concept of synchronous and asynchronous
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modes of access to scattered and distant resources; Activity and play rather than passivity and work; Tendency to prefer an active learning model (trial-and-error method) rather than learning in order to be able to act ; The game is valued and becomes relevant because it is played on the computer; Gratification and fantasy instead of patience and reality; Expectation of gratification based on effort; Computer universe as a metaphorical space of fantastic and entertaining discovery; digital LEARNING
july 2010
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