Ivonne Alexandra Londoño Leudo
Throughout
the years, videogames have had a huge impact in our lives. Some experts have
demonstrated its negative effects both in human health and social behaviors.
However, latest studies and research related to meaningful teaching practices
using ICTs (Information and Communication Technologies) explain that videogames
could be a stimulating factor for enhancing learning in any subject. They are not only a fun tool or distraction but also a
relevant part in the curriculum.
One
advantage of videogames is the direct relationship with the ICTs Tools, which
are considered cutting-edge in education resources. they promote the learner’s engagement to acquire knowledge, through the improvement of
cognitive skills, visual-spatial, memory skills, multitasking skills, social
values and also attitudes (Souvignier, 2001). Supporting this fact, there are
some examples of the effective use of videogames: The history based and real
time strategy computer game “Rise of Nations” developed by Big Huge Games in
2003, which is used to understand the development of societies where the player
acts as a leader of a civilization, can create scenarios, learns about
architecture through quests for conquering cities. As a result players develop strategic
thinking, planning skills, math reasoning and also reading skills.
Moreover,
the newest games have a clear purpose, to create a virtual environment
involving not only visual and auditory tasks but also kinesthetic ones,
demonstrated in the recent success of Nintendo Wii Fit, Nintendo DS, Xbox and
Kinect. In fact, Microsoft worked with Dr. John Ratey (Associate Clinical
Professor of Psychiatry at Harvard Medical School, and author of “Spark: The
Revolutionary New Science of Exercise and the Brain”) experimented with a
Kinect pilot program in two classrooms at Middleton Elementary School, finding
the following results:
- · Showed a trend of improved executive function, which is the portion of the brain responsible for planning, problem-solving and working memory.
- · Showed a trend of increased attention, which resulted in better engagement and behavior during classroom lessons.
- · Reported higher levels of social understanding and acceptance among their peers, which helped reduce personal conflicts among classmates.
On top of that, studies related to Flynn Effect in digital societies which
explain the increase of Intelligence Quotient (IQ), pointing out that “Children’s
exposure to computer screens and, particularly, to videogames may have a
similar long-term effect, individually and perhaps generationally, and there is
already some research documenting it” (Newcombe & Huttenlocher, 2000).
Nevertheless,
Dr. Gentile (2007) in a scientific research on the positive
and negative effects of media on children, adolescents, and adults, including
such topics as media violence, educational media, video games, advertising,
media ratings, and technology “addictions”, wrote that “playing violent games
increases aggressive behaviors, increases aggressive cognitions, increases
aggressive emotions, increases physiological arousal, and decreases prosocial
behaviors”.
On
the contrary, regardless of all the negative evidence presented, these types of
games promote the collaborative work, where everyone learns from the
experiences of others, building self-confidence on the rise to success,
respecting rules, interacting with the environment and improving its social
awareness. Meanwhile, gamers have fun in their games, create social
relationships respecting others points of view, rules, attitudes in their
social groups. The game “Second Life” a virtual online world that was launched
in 2003 is a great example of that, where people can interact with others around the world through their avatars.
For me, the gist of the matter is that video games are essential in the
core of the curriculum. Teachers should consider the advantages and disadvantages from these devices in
planning classes. They need to understand that this tool will be useful for
supporting traditional practices and bring students and teacher together in a
friendly learning context.


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