Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Wednesday, November 30, 2011

Should We Be Spending MORE Time Playing Video Games?


I capitalized it in the title so people wouldn't think it was a typo, but the TED talk embedded below argues not that our society wastes too much time playing video games, but that it doesn't spend ENOUGH time.  Game designer and researcher Jane McGonigal has written a book entitled Reality is Broken:  Why Games Make Us Better and How They Can the World, which I have been eyeing on my library's new nonfiction shelf but have not yet brought home due to my inability to spend any time reading while I'm doing NaNoWriMo.  But I went searching for the short version, and found it in the TED video below.

McGonigal has an intriguing notion.  She has studied people's behavior in video games (in this video, at least, she seems to be talking primarily about heroic/adventure collaborative online role playing games), and found that people tend to be more empowered, more connected, more helpful, more optimistic, more creative, and just all-around better people in these game environments than they are in real life.  Her quest is to find ways to take all those qualities developed by gaming and unleash them to solve huge problems in the real world.

I could say more, but she will say it better, so it's probably best if I just let you watch the 20-minute video below.  At the very least, it will make those of us whose children spend a lot of time playing these sorts of games feel like there is more benefit to that time than we might have thought.

Tuesday, November 22, 2011

Curriculum Resource: Math and Videogames

I've found what looks like an incredible resource.  It is an online, multi-media, interactive, self-paced course on math concepts used in video games.  It was developed by WNET, the public broadcasting network in New York City, for 7th-10th graders, although advanced younger middle schoolers could probably use it as well.

The lesson demonstrates how algebraic concepts, such as linear relationships, rate of change and slope, algebraic and numeric expressions and equations, and graphing transformations, underlie the design and playing of many video game challenges.  Of course, it is interactive, so students are called upon to solve such problem to demonstrate some typical video game techniques.

You can access the entire lesson for FREE at the Teacher's Domain website (although students will have to create an account if they want the lesson to record their input for various challenges).  You can also download a Teacher's Guide about how to support math learning through this lesson at the same location.

Wednesday, May 25, 2011

Game for Developing Left Brain AND Right Brain

I am very interested in the learning theories around the dominance of different hemispheres of the brain--the whole "left brain/right brain" business.  Both according to the test we've taken and just observation in our everyday lives, my son and I are both right-brained--intuitive, global, diffuse (some might say "scattered") thinkers.  My husband, on the other hand, is left-brained--sequential, narrowly-focused, organized, one-thing-at-a-time, logical thinker.  

Of course, as the theories always say, no one (at least, no one without a brain injury or something) works out of just one half of the brain.  We all can access both parts of the brains when we need to, but for most of us, it is easier or more natural to operate from one hemisphere or the other--leading up to apply the wrong hemisphere thinking to some tasks, just because that mode of thinking feels more natural to us.

However, I just came across a game to help us with that.  The computer-based game Twinoo, by Dawn of Play, is a fast-paced game that requires you to draw on both sides of your brain.  On the left side of the screen, a simple math problem flashes up, and you only have a few seconds to choose which of the three possible answers is the correct one.   

Pretty easy so far, isn't it?

Except at the same time, a color mixing problem flashes up on the right side, and you have to select the correct answer for that one as well.  This time, your "equation" is a square of one color (red, say) and another square of a different color (for example, blue).  You have to decide which of the three squares of color below the problem is the right solution (in this case, purple).

That doesn't sound too bad either.  The thing is, the color equations usually aren't that clear cut.  So, for example, you will get an aqua square and a light yellow square, and you have to figure out which of the three shades of green below is the most likely for that combination.  

Plus, the time is ticking down on both of them at the same time.  You go back and forth, answering both questions, until you've missed three on one side or the other.  Then the game is over.

The best I've been able to do is 21 correct on both sides, for a total score of 42.  I am finding that I am getting better, though...at least sometimes.  And it isn't consistent for me about which side I mess up on--the left brain side or the right brain side.

I will also say I don't think this is the greatest test for right brain dominance.  While I am right brained, I am not primarily a visual learner.  I haven't tried it with my son yet, who is very visual, but I suspect he would be much better at it than I am.  Of course, he is pretty much better than I am at all video games... he has those quick reflexes, if nothing else.

Anyway, it's a fun game to play for a bit, and I think it might just help develop both sides of your brain.  At least, it couldn't hurt!

You can play the game online here, or get it for $0.99 for the iPod or iPad at the Apple App Store or for Android devices at the App Store on Amazon.

Saturday, October 30, 2010

Should the Government Ban Minors from Buying Violent Video Games?

Next Tuesday, two wonderful expressions of our democratic government will take place.  For millions of us, Tuesday will be the day we vote for our U.S. Congressional Representatives and a host of other state or local officials (the others, I'm sure, have already voted by early ballot).  Meanwhile, in our nation's capitol, the U.S. Supreme Court will be hearing arguments about whether or not the free speech protections of the U.S. Constitution extend to video games.

On Tuesday, November 2, the Supreme Court will hear arguments on the case of Schwarzenegger v. Entertainment Merchants Association (EMA), which deals with a 2005 California law that restricts the sale of certain violent video games to people under 18.  The law was overturned by the California courts for being unconstitutional, but the US Supreme Court agreed to consider the matter when the state of California appealed the decision.


On one side of the issue are various parent groups, who cite studies that linke playing violent video games to actual acts of violence, and argue that we should restrict children's access to such dangerous items just as we refuse to allow them to buy cigarettes or alcohol.  On the other side are civil libertarians and media groups, particularly the game developers themselves, who argue that with their ever-increasing ability for interaction and interconnectivity between players, video games are a growing means of self-expression for tweens and teens, and denying them access to that media runs counter to their constitutional rights, which have been re-affirmed in regards to books.

For our particular family, this matter is not really an issue; we don't own any game consoles, my son doesn't play many video games, and he doesn't enjoy violent games or activities in general, so I can't see him getting into such games whether or not they were banned.  And I can certainly understand the arguments of the proponents of the law.  I highly recommend the book Stop Teaching Our Children to Kill by Lt. Col. Dave Grossman and Gloria Degaetano, which makes a chilling case that time spent on violent video games (some of which were adapted from military sharpshooter training materials) not only numbs children to violence but gives them the skills to shoot with deadly accuracy, and was a factor in the mass school killings such as Columbine.

However, while I can't speak from personal experience, it also seems that the video games industry is evolving and has created some interesting games that lead players through the consequences of such violence.  The game industry puts forth examples of more-nuanced violent games as "Darfur Is Dying," where the player tries to avoid being killed by militias while in a refugee camp, "BioShock," where the game deals with genetically modified people being used in a bad system that players can choose to either profit from or rebel against, or "Fable 2," where players face the ultimate ethical dilemma--whether they will save only their immediate family from death, or sacrifice their family to save thousands of innocent lives.  Such games, according to game developers, actually allow teens to confront the moral issues surrounding violence and give them better coping skills if faced with violence in their real lives.

So in the end, I have to come down against the proposed law.  I think it would inhibit the free speech that mature middle schoolers and teens should be having about these issues.  And I am always reluctant to restrict civil liberties, which I think are already under seige with the threat of international terrorism.

So if Chief Justice Roberts were to ask my opinion as a parent, I would say the Supreme Court should uphold the lower court decision ruling the law as being unconstitution.  What would you say if he were to ask you?