Sunday, February 9, 2014

Virtual Gaming

Greetings!

This week we looked at ways that collaborative virtual gaming worlds can improve learning. Information travels rapidly in this hyper-engaged, information driven environment in which we live and so it is no surprise that game based-learning is yet another pathway to get the training and education one needs at possibly faster rate than one might in an instructor led class. Research shows that playing video games can actually help adults learn faster and improve cognitive processes such as problem solving and the ability to problem solve (Freeman, 2010). It was further discovered that “video game players perform 10 to 20 percent higher in terms of perceptual and cognitive ability than normal people that are non-game players” (Freeman, 2010). This is exciting news for those of us who thought playing video games was a waste of time!

I explored SIMS – a virtual environment where players have the opportunity to experience life through simulated characters. In sum, SIMS helps players to develop interpersonal skills and manage personal wellness.  Sims explores how situations impact emotions. Developers have included meter bars to enable users to manage their characters need for fun, energy, social interaction and personal wellness. For social engagement, characters can attend night clubs, go to the movies and even fish.  
In addition, players can undergo a myriad of real life scenarios such as robberies, working, having a child, raising a family, budgeting, and even death. These life-based scenarios require users to apply critical and analytical thinking skills to help them devise a plan to overcome the situation.
Sims users also have the opportunity to cultivate an idea of what it will take to be successful in the work place. In the simulation, raises are given based on work performance and social interaction.

This would be a great tool to use with individuals who may have struggle socially and want to develop more social competence. Because the SIMS focuses so much on social interaction, this can attune to the needs of affiliation for players who can take the skills they are learning and transfer them to their real life interactions. If played in a class room setting, the instructor may encourage players to partake in SIMS for 30 minutes in class and then role play the skills with one another in class to aid in transference of the learning experience. Finally, the instructor will ask participants to discuss the activity and its impact on them out loud in the group or suggest that they journal about their experience. This activity can be replicated until a time that desirable results are achieved.

In my research I also stumbled upon Immune attack and Visible Body two amazing 3D simulator games that allow users to take their passion for learning biology to a virtual level.  
Immune attack is a visual and interactive game that requires players to use a  nanobot  as they travel through the human body in an attempt to build up the immune defenses by fighting off potential dangers. Players are exposed to biological processes including white blood cells and microorganisms.  

Visible Body provides users the ability to explore the brain and nervous system, anatomy and function, the heart and circulatory system in 3D video and simulations.
Both of these games can be used in a setting where biology, physiology, or kinesiology is being taught.

 

Thanks for tuning in!

Tech Girl

 

References:

Freeman, B. (2010). Researchers examine video gaming’s benefits. Department of Defense. Retrieved from http://www.defense.gov/news/newsarticle.aspx?id=57695

 http://www.thesimsgames.net/



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