Joe Kley EFRT 352 1-29-10 Computer and Video Games in Education Ever since the first gaming systems came out, videogames have outperformed teachers in one key way: they command attention for hours. Games are exceptionally good at engaging kids. They’ll introduce kids into complex problems or situations where they fail and fail, but they try again and again. This is a major difference between when kids are faced with tough questions at school in which they tend to give up or failing in a game and trying to pass it again. The first source that I found regarding this topic in education talked about how electronic games can inspire players to explore new ideas and concepts. By gaining a better understanding of the dynamic between player and game, researchers hope to develop more interesting and effective approaches. We need to figure out better and more effective ways to create a passion for learning and computer or video games may be the answer we’ve been looking for. This could be the future of education and that’s not necessarily a bad thing. The Quest to Learn school opened this last spring in Manhattan, New York and will play host to the first sixth-grade class to be taught almost entirely through videogame inspired activities. This is an educational strategy geared too keep kids engaged and prepare them for high-tech careers. The plan is for this class to attend Quest through high school, adding more sixth-graders every year. Although students must pass the annual standardized tests that all public students do to keep a school open, educators so far are impressed. "We need new ways to create a passion for learning," says Gregg Betheil, a New York City Department of Education director who helped Quest's application. "The planning has been extremely thoughtful. It seemed like a chance worth taking” (Locke, 2010). The second article that I looked at focused on games like Guitar Hero, Sim City, World of Warcraft, and Civilization III. One of the major factors that people are looking at when planning on implementing videogames into their curriculum is the fact of instant feedback the kids get while playing these games. “Players are taught instantly, as a function of the game… if you want a better score? Do it right next time” (Hoffman, 2009). Games are goal-directed learning spaces and give students the tools they need to explore complex systems and experiments with different possibilities and outcomes. The tricky part is trying to figure out why certain games advance learning and what makes them so engaging. What features encourage them to apply what they’ve learned to real life problems? All of this research is great but if it turns out to be digital flash cards, presenting students with straightforward drills rather than giving them an interactive platform to explore new ideas and concepts. One of the main themes we need to keep in mind when looking at this new technology is that the teaching material needs to be integrated into the framework of a game’s design rather than added later on. A different viewpoint on this concept came from my third article that I read about a nonprofit organization called Global Kids that kicked off a study in December 2009. The main goal of this group is to teach older kids to design their own video games to help out younger children understand certain concepts better. "When you teach other people, you strengthen 90 percent of what you know," says Christi Crawford the New York Library media specialist (Barack, 2010). Crawford, who believes that if her students excel at game design they can apply those lessons throughout their educational career. "Gaming literacy is just a matter of breaking down the problem into little pieces," she says. "And you can apply that to everything from math to art" (Barack, 2010). Works Cited Barack, L. (2010). Gamers in training. School Library Journal, 56(1), Retrieved from http://search.ebscohost.com.wsuproxy.mnpals.net/login.aspx?direct=tr ue&db=aph&AN=47391802&site=ehostI feel that this source is creditable and reliable being as it was written in January 2010. The author seems to carry a viewpoint that seems not to be biased or one-sided. She also points out both sides of the argument. There are other sources online that agree with the statements presented here. Hoffman, L. (2009). Learning through games. Communications of the AMC , 52(8), Retrieved from http://search.ebscohost.com.wsuproxy.mnpals.net/login.aspx?direct=tr ue&db=aph&AN=43479953&site=ehost-live I feel this is another good source because it comes from an academic database. It lists her affiliations and is not biased. This presents information about what is going on and how they are doing their research. They don’t try to persuade you one way or another but present the information in an informative matter. Locke, S. (2010). Game theory. Popular Science, 276(1), Retrieved from http://search.ebscohost.com.wsuproxy.mnpals.net/login.aspx?direct=tr ue&db=aph&AN=47026707&site=ehost-live I believe this is a good source because it is very current being written this month of this year. It is also published in a popular science magazine and from the academic database. It gets information across without coming off trying to persuade you it is right or wrong. Tends to be an informal article about the ways people are trying to improve education.