Friday, 11 April 2008

Article 4 - Abstract

This article goes onto discuss how the contribution of three main factors has resulted in wide spread interest as using games as a learning tool (Digital Game Based Learning-DGBL). The author believes that games are so effective in learning, not because of what they are, but what they embody and what learners are doing while they are playing the game. The article also goes onto discuss how games do alot more than just lower level learning, they embody well-established principles and models for learning. The author uses a good example of how lions do not learn how to hunt from direct instruction but from continued modelling and play.

Saying this the author doesnt believe all games can be accountable as learning tools. He believes that games that are too easily solved will not be engaging, so good games constantly require input from the learner and provide feedback. There are apprantly 3 main ways that gaming can be intergrated into learning:-

a) The students build up the game from scratch
b) Educators build the games from scratch to include educational tools
c) Or introduce commercial, off-the-shelf games into the educational process

All 3 of these have seen to be successful in different way but it has to be realised that not all games work for all levels of learning. Another downside that the author briefly mentions is that they have to understand whether the amount of actual learning is justified by the amount of time taken to construct such games, and some may say no. But overall the author feels that this is a learning revolution that can only get better.

Key words : DGBL, model learning, learner, educator.

1 comment:

Emma Kilkelly said...

Sarah,

That does seem a good comparison with the Lions and gaming. Would you agree that this is a suitable way to learn?

All the best

Emma