Friday, February 17, 2012

Double-Entry Journal #4

Double-Entry Journal #4

"For whenever one plays a game, and whatever game one plays, learning happens constantly, whether the players want it to, and are aware of it, or not. And the players are learning "about life," which is one of the great positive consequences of all game playing." (Prensky, p. 1) ... I found a research article that discusses whether children learn real-life violence from playing video games. "The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics." (Funk, 2004, p. 1)

Prensky, M. (2002). What Kids Learn That's Positive From Playing Video Games. 1-15.

Funk, J. B. (2004). Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is There Desensitization? Journal of Adolescence , 23-39.

"An additional, unconscious message that one learns playing a game is that one controls what happens on the screen, unlike when watching movies or TV. Even infants quickly learn this and sit fascinated, moving the ouse and watching the screen with glee for long periods. This is 'real world' learning." (Prensky, p. 2)  ... I found an even better article that relates to the quote about. The article "Video Game Uses Brain to Control Action" states, "Video games often require children to use their hands to control the action, but a new one released by a collaboration that includes an Australian researcher invites kids to use their brains - literally." This new video game, Focus Pocus, uses brain power to control the game. It was developed for children who have ADHD, after parents expressed a concern about over-medication.

"So the rules of video and computer games force a player, no matter what his or her age, to reflect - at least subconsciously - and compare the game to what they already know about life. This is important, "real-life" learning." (Prensky, p. 5) ... Out of all of the quotes from the article that I liked, I think this one is the most interesting. On so many different levels, video games players, myself included, reflect subconsciously, and compare the video games to real life. When we were playing Gardens of Time a few weeks ago, one of the first Wonders that was unlocked was "Big Ben." I visited London in June 2011, and when I started playing Gardens of Time, I wanted to have everything from London in my garden simply because of my recent visit there. While this isn't exactly subconscious, it is a reflection of my life and the traveling that I've done.

Bibliography

DesMarais, C. (2011, October 16). Video Game Uses Brain to Control Action. Retrieved February 17, 2012, from PCWorld: 
http://www.pcworld.com/article/241993/video_game_uses_brain_to_control_action.html

Funk, J. B. (2004). Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is There Desensitization? Journal of Adolescence , 23-39.

Prensky, M. (2002). What Kids Learn That's Positive From Playing Video Games. 1-15.

1 comment:

  1. I really like the first quote you chose. Learning is happening constantly, and on numerous levels; whether from researching, game playing, or gaining real world experience. Learning can be a very simple or complex task. Video games are great for accommodating all the different learning needs because they are so versatile in their characteristics.

    Most learning experiences are motivated by "real life learning" processes. The best way to learn is through real life experience. Video games are great for providing real life scenarios that involve comprehension, problem solving, coordination, and logic skills.

    Every video games possesses the five levels of learning. Applying the elements within the games to the levels of learning allows the player to form a realization, and add to their fundamental knowledge and experience; thus learning is occurring.

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