Growing up I was taught that playing
video games are fun and it was designed for entertainment. After researching I now know that video games
can now educate adults in different ways. This week were asked to identify two
types of video games to enhance adult education. The two I chose to use was The Sims and Active
Worlds.
The Sims video game is a game that can
be found on the computer or any game system Play Station, Xbox, etc. The Sims game teaches life skills such as
living in a home, buying food, working, having a family, and dying. The video game also supports social interaction
with other avatars online. The Sims is a
strategic, life simulation video game series developed by Maxis and later by
The Sims Studio, and published by Electronic Arts. It is one of the most
successful video games series of all time. As of May 2011, the franchise has
sold more than 150 million copies worldwide, and is also the best-selling PC
franchise in PC history.
The games in The Sims series are more of
a sandbox game in that they lack any defined goals (except for some later
expansion packs which introduced this gameplay style). The player creates
virtual people called "Sims" and places them in houses and helps
direct their moods and satisfy their desires. Players can either place their
Sims in pre-constructed homes or build them themselves. Each successive
expansion pack and game in the series augmented what the player could do with
their Sims.
There are different types of games
available: those that are played online, those on a computer, and those on a
handheld device. The Leapster company is one of the leaders in handheld games,
with their first system designed to help kids learn to read. The books let the
kids read along and touch the screen to hear words spoken. They now make
similar systems to teach kids other subjects such as math and science. There
are even video games meant for consoles like the Nintendo Wii and XBOX 360.
More and more educational video games
are now appearing on the computer and Internet. These games teach basic
computer skills while also offering insight on a particular topic or subject.
Sim City is a good example of this because the game teaches the players basic
controls on the computer, but also teaches them on how cities are planned, built,
and run.
Teachers and parents are now learning
the benefits available to students who use video games. At home kids can use
the games to better learn and understand the ideas they’re taught in school.
For example, kids who are in reading class can use reading games to ensure that
they know the basic skills before they move on to the next level. Parents can
also use these video games to test their knowledge, with kids using the games
prior to a test or quiz.
In the classroom, these games can be
used to make learning more fun. There are studies that show some kids learn by
outside stimuli and these games benefit those students. Kids can use the games
in addition to their coursework or instead of their coursework. For example,
some kids might find a typing game a better way to learn the computer keyboard
than having a teacher talk to them about it. Teachers can even reward those
students with the highest score in a game with a sticker or small treat, which
encourages them to learn.
The game I selected to
discuss is the virtual game known as Active Worlds
(http://www.activeworlds.com/overview.asp) . When I viewed this online game
system; I was simply amazed at the 3D supported graphics that enable
individuals to create, develop, and basically “live” in a virtual community.
The game offers a comprehensive platform for individuals to immerse themselves
in 3D virtual reality. Participants can
choose a vast array of avatars that most fit his/ her personality, shop, make
friends, build a home, and even travel all over the world. Activeworlds also supports 3D technology for
businesses where organizations can conduct on-line corporate training and other
e-learning initiatives.
Unfortunately, I have
not had much experience with this type of virtual gaming system, but my
Emerging Technology Proposal is based on a very similar concept of a virtual
“university”. I believe that engaging in a virtual community is beneficial for
learning because players can participate in various communications and chats.
As Steinkuehler (2012) indicates, discussions going on in the game, chats,
blogs, and discussions that the game encourages will increase the constellation
of literacy. In addition, by using this virtual community; adult learners have
the capacity to increase their collective sharing of group intelligence
(Steinkuehler, 2012).
Although I fully
believe that this technology is an effective learning system; the only
potential challenge I can forsee is by the increase of “virtual community
interactions” will ultimately decrease the amount of time the individual can
interact within a live “face-to-face” community.
If I had the
opportunity, I would incorporate this virtual learning community into an online
college course for adult learners. The
software has the ability to offer e-learning options and interactive course
lecturers. I would take the opportunity to integrate this game into my learning
curriculum to deliver interactive, online communication in a virtual reality
for students.
References:
Activeworlds
(2012). Activeworlds Virtual
Community. Retrieved from:
http://www.activeworlds.com/overview.asp
Steinkuehler, C.
(n.d.). Cognition and learning in MMOs. Retrieved May 30, 2012, from
http://www.gameslearningsociety.org/research/cognition-and-learning-in-
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