Do They REALLY Think Differently?-- Neuroscience Says Yes
In Digital Natives, Digital Immigrants: Part I, Prensky "discussed how the differences between
our Digital Native students and their Digital Immigrant teachers lie at the root of a great
many of today’s educational problems. I suggested that Digital Natives’ brains are likely
physically different as a result of the digital input they received growing up.
In Educational Games, Complexity Matters.
Prensky's goal in this article "is to fill in – to the extent one can without actually playing the
games – this important “blind spot” in adults’ knowledge of their kids’ games. In doing
so I hope to help all unaware parents, and teachers and other adults (whom I often call
“Digital Immigrants” since they were born too early for this technology to be “theirs” in
a Native way) understand what these new “complex” games are, and why they are so
important to our kids, to education, and, ultimately, to us all.".
Really Good News About Your Children’s Video Games
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne
Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention.
simSchool – The Game of Teaching
This article is the print version on the online article available at Horizon's Innovate: Journal of Online Education, at this address: http://www.innovateonline.info/index.php?view=article&id=173
We encourage you to look through their archives for great articles on technology and learning.
simSchool: A complex systems framework for modeling teaching and learning - Gibson
SimSchool, a network-based training and assessment application for teachers, offers a game-like computational framework that represents the actions and dynamics of classroom teaching and learning. The online simulator offers teachers transferable practice in key instructional planning, diagnostic and interpersonal communication activities involved in teaching in a classroom environment.
The Motivation of Gameplay
The reason computer games are so engaging is because the primary objective of the game
designer is to keep the user engaged. They need to keep that player coming back, day after day, for 30, 60 even 100+ hours, so that the person feels like he has gotten value for his money (and, in the case of online games, keeps paying.) That is their measure of success.
The New Core of Leadership
According to author Clark Aldrich "Leadership requires timing, intuition, and personalization. It’s about the when and the how, not just the what.
Van Eck's Suggested Readings
This bibliography contains a list of suggested readings by Richard Van Eck (see http://www.educause.edu/PeerDirectory/750?ID=120000).
Video Games in Education
Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators.
What Kids Learn That’s POSITIVE From Playing Video Games
While it is possible to adjust the content of video and computer
games to be more in synch with social or teaching objectives – and in some instances this
is already happening – a lot of positive learning goes on even with the current content. In
fact, as a learning tool, computer and video games may be the most powerful mechanism
ever known.
“Engage Me or Enrage Me”, What Today’s Learners Demand
These students are convinced that
school is totally devoid of interest and totally irrelevant to their life. In fact, they find school much less interesting than the myriad devices they carry in their pockets and backpacks.
“Modding” – The Newest Authoring Tool
Based on today’s young people’s (Prensky calls them Digital Natives) “participatory” philosophy
– i.e. that it is more fun to create than to merely receive – commercial-off-the-shelf
(COTS) games increasingly provide tools – right on the CD – that allow players, at no
cost, to change the look, feel, characters and action of the games to suit their needs, even
to the point of creating entirely new games in the process.