Sinem Siyahhan and Elisabeth Gee
- Published in print:
- 2018
- Published Online:
- September 2018
- ISBN:
- 9780262037464
- eISBN:
- 9780262344579
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262037464.003.0006
- Subject:
- Society and Culture, Media Studies
In this chapter, we bring everything together and provide guidance on how educators and game designers can facilitate productive family engagement around video games. We discuss activity structures ...
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In this chapter, we bring everything together and provide guidance on how educators and game designers can facilitate productive family engagement around video games. We discuss activity structures we designed and tested in after school and home environments that help connect school, home, and community learning. We also draw upon two design-based research projects to examine how to develop video games for families that expand the current definition of “family-friendly games.”Less
In this chapter, we bring everything together and provide guidance on how educators and game designers can facilitate productive family engagement around video games. We discuss activity structures we designed and tested in after school and home environments that help connect school, home, and community learning. We also draw upon two design-based research projects to examine how to develop video games for families that expand the current definition of “family-friendly games.”
Sinem Siyahhan and Elisabeth Gee
- Published in print:
- 2018
- Published Online:
- September 2018
- ISBN:
- 9780262037464
- eISBN:
- 9780262344579
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262037464.001.0001
- Subject:
- Society and Culture, Media Studies
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, ...
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Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Siyahhan and Gee offer examples of how video games, like smartphones, Skype, and social media, help families stay connected. Further, they describe how families express their feelings and share their experiences and understanding of the world through playing video games like Sims, Civilization, and Minecraft. When designed intentionally to support families, video games can also create conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Finally, Siyahhan and Gee share recommendations for educators and game designers who are interested in supporting intergenerational play around video games.Less
Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Siyahhan and Gee offer examples of how video games, like smartphones, Skype, and social media, help families stay connected. Further, they describe how families express their feelings and share their experiences and understanding of the world through playing video games like Sims, Civilization, and Minecraft. When designed intentionally to support families, video games can also create conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Finally, Siyahhan and Gee share recommendations for educators and game designers who are interested in supporting intergenerational play around video games.
Fran C. Blumberg (ed.)
- Published in print:
- 2014
- Published Online:
- March 2015
- ISBN:
- 9780199896646
- eISBN:
- 9780190256142
- Item type:
- book
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:osobl/9780199896646.001.0001
- Subject:
- Psychology, Developmental Psychology
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and ...
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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. This book provides perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling.Less
There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. This book provides perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling.
Debra A. Lieberman, Erica Biely, Chan L. Thai, and Susana Peinado
- Published in print:
- 2014
- Published Online:
- March 2015
- ISBN:
- 9780199896646
- eISBN:
- 9780190256142
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:osobl/9780199896646.003.0013
- Subject:
- Psychology, Developmental Psychology
This chapter focuses on the transfer of learning from video game play to the classroom. It begins with an overview of transfer and how it takes place before turning to a discussion of video games as ...
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This chapter focuses on the transfer of learning from video game play to the classroom. It begins with an overview of transfer and how it takes place before turning to a discussion of video games as learning environments. It then considers video game features that have the potential to foster motivation and self-efficacy, support learning, teach transfer, and enhance mindfulness, self-monitoring, metacognition, and problem-solving skills.Less
This chapter focuses on the transfer of learning from video game play to the classroom. It begins with an overview of transfer and how it takes place before turning to a discussion of video games as learning environments. It then considers video game features that have the potential to foster motivation and self-efficacy, support learning, teach transfer, and enhance mindfulness, self-monitoring, metacognition, and problem-solving skills.
Fran C. Blumberg, Debby E. Almonte, Yishai Barkhardori, and Andrew Leno
- Published in print:
- 2014
- Published Online:
- March 2015
- ISBN:
- 9780199896646
- eISBN:
- 9780190256142
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:osobl/9780199896646.003.0001
- Subject:
- Psychology, Developmental Psychology
This book investigates the efficacy of video games for promoting content learning and skill acquisition in the classroom setting. It examines a wide range of theoretical perspectives that have ...
More
This book investigates the efficacy of video games for promoting content learning and skill acquisition in the classroom setting. It examines a wide range of theoretical perspectives that have important implications for understanding how children and adolescents acquire content knowledge and cognitive skills. It brings together the different views of practitioners and researchers about the game design process and the specific features that make an educational game effective. It also presents findings from research programs that assessed the impact of recreational and educational games on the skills and content knowledge of children and adolescents, as well as the extent to which cognitive skills obtained through video game play transfer beyond the game setting. Finally, the book challenges readers to consider how best to use educational games and educational technology to improve learning among all students.Less
This book investigates the efficacy of video games for promoting content learning and skill acquisition in the classroom setting. It examines a wide range of theoretical perspectives that have important implications for understanding how children and adolescents acquire content knowledge and cognitive skills. It brings together the different views of practitioners and researchers about the game design process and the specific features that make an educational game effective. It also presents findings from research programs that assessed the impact of recreational and educational games on the skills and content knowledge of children and adolescents, as well as the extent to which cognitive skills obtained through video game play transfer beyond the game setting. Finally, the book challenges readers to consider how best to use educational games and educational technology to improve learning among all students.