Friday, July 23, 2010

Week 3 Reading Activity 11-The MMOG and Simulation








Week 3 Reading 11 The MMOG and Simulation

Jayakanthan (2002) likens the influence of the computer gaming industry on youth today to the influence of music, religion, and politics in previous decades. In fact, computer games are so popular that blockbuster films are being made about them (e.g. Super Mario Brothers). Let’s face it, gaming is a huge part of our youth’s lives and this will not change anytime soon. Gaming does have a place in education as this article points out, the demand for MMOGs will continue to rise.

Games can help students focus on specific skills or competencies and might tap or foster user creativity and adaptive, higher-level thinking skills. MMOGs are addicting and highly graphical in terms of 3D.

Oblinger (2003) claims that the learners of the early part of the twenty-first century are accustomed to ubiquitous computing environments where multitasking and staying connected are the norms. She further notes that students who are active participants in the information age want to engage in relevant meaningful tasks rather than just complete worksheets and accumulate knowledge.

Bonk, C.J., & Dennen, V.P. (2005). Massive multi-player online gaming: A research framework for military training and education. Retrieved July 20, 2010 from http://www.adlnet.gov/SiteCollectionDocuments/archive/GameReport_Bonk_final.pdf

1 comment:

  1. Amanda,
    I couldn't agree more that gaming will have the same influence that art, music, religion and politics have had on past cultures. I believe that is a strong statement, but very valid. Kids love the connection and challenge of gaming which makes it imperative that educators incorporate it into their classroom structure and curriculum.

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