WEEK 5 – GAMES, SIMULATIONS, &
VIRTUAL ENVIRONMENTS FOR LEARNING
In this digital age in
which we live, we have witnessed the emergence of various kinds of technology
that are now being used in every walk of life, including education. There are
different kinds of games (video, computer, mobile, and board games), simulations,
videos, and even virtual environments. In fact, there is a whole movement today
called ‘gamification’, which is the use of game mechanics or technology in a
non-game environment to engage gamers in solving problems and interacting with
other gamers. Through gamification, gamers are also motivated to earn badges and points. Games,
simulations, and virtual environments engage students in interactivity and
practice and they can also build confidence and critical thinking skills. I have
chosen a game and a virtual environment as follows:
SPORE – www.spore.com
Spore is an online or mobile game
where gamers can create their own creatures and lead them through five stages
of evolution. With Spore, one can also create vehicles, buildings, even
spaceships, and then take the creatures on the most amazing journey ever.
Anything that is made or created can be shared or used by other gamers. A gamer
can evolve life,
establish tribes, build civilizations, sculpt worlds, and explore the universe. There is always the possibility of creating
something new or seeing someone’s new creation that could be used. Squire
(2011) notes that “good games ... refresh themselves, offering new lessons the
more that we play” (p. 9).
I could use this game to develop
creativity and a sense of community among my adult learners. By creating their
own creatures and communities, students “become immersed in activities that
engage them intellectually and push back on their thinking and actions” (Barab,
Gresalfi, & Arici, 2009, p. 3). The fact that gamers are able to use and
share the creations of others also fosters a sense of community and builds
collaboration.
KANEVA – www.kaneva.com/ blog.kaneva.com
Kaneva combines social networking and a virtual environment;
“A digital canvas for creativity
and entertainment, Kaneva is the first to integrate social networking, shared
media, games and collaborative communities into an immersive 3D virtual world”
(blog.kaneva.com). Members create their own avatar and then get their own ‘Kaneva
City Loft’, their own 3-D space that they can decorate with their own
videos, music, or pictures. Members can ask friends to chat with them in real
time in their 3-D space or in any of the public place on Kaneva.
Using Kaneva,
students could be asked to create some problem scenarios and then
collaborate with others to solve them. Like Spore, Kaneva will not only enhance
creativity but also build collaboration and critical thinking skills. Learners/members
will be able to collaborate and share ideas and other information through
Kaneva.
References
Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why
educators should care about games. Educational
Leadership, (67)1, 76–80. Retrieved from Walden Library databases.
Squire, K.
(2011). Video games and learning: Teaching and participatory culture in the
digital age. New York, NY: Teachers College Press.
Doris,
ReplyDeleteBoth of your games sound very interesting. I can see students getting excited and even competitive with the building of the community for SPORE.
KANEVA is great when you see the need for learners to discuss and share their ideas so that they can learn and obtain information from one another. It brings out their creativity and hidden talents that are useful to the instructor when deciding how to form groups.
Hello Doris, the online game SPORE seems very interesting, and I can see the benefits of its use as well. I like the fact that it can be customized which argues well for its use in all areas of adult learning.
ReplyDeleteIan Bryan.