Title: Video%20Games,%20Virtual%20Environments%20
1Video Games,Virtual EnvironmentsHigher
Education
- Joanna S. Robinson
- www.JoannaSRobinson.com
- SOCC38H3 Gender Higher Education
- University of Toronto, Scarborough, November 12th
2006
2Why talk about video games higher education?
- The isolated teenage male gamer is a myth
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5- Games are widely used as educational tools, not
just for pilots, soldiers and surgeons, but also
in schools and businesses. - Games require players to construct hypotheses,
solve problems, develop strategies, learn the
rules of the in-game world through trial and
error. - Gamers must also be able to juggle several
different tasks, evaluate risks and make quick
decisions. - Playing games is, thus, an ideal form of
preparation for the workplace of the 21st
century, as some forward-thinking firms are
already starting to realise. - The Economist, August 4, 2005
6- By and large, computer and video games
- have been ignored by educators.
- When educators have discussed games,
- they have focused on the social consequences
- of game play,
- ignoring important educational potentials of
gaming. - - Kurt Squire, MIT
7Some research on the use of video games in
education
- A UK study concluded that simulation and
adventure games - such as Sim City and
RollerCoaster Tycoon, where players create
societies or build theme parks, developed
children's strategic thinking and planning
skills. (BBC News, March 2002) - Researchers found that doctors who spent at least
three hours a week playing video games made about
37 percent fewer mistakes in laparoscopic surgery
and performed the task 27 percent faster than
their counterparts who did not play video games.
(MSNBC News, April 2004) - A detailed literature review on video games and
learning can be found here http//www.futurelab.o
rg.uk/research/lit_reviews.htm
8Discourse on games/vr education
- Positives
- Games can teach/train valuable cognitive and fine
motor skills - Games can be used to practice teamwork/cooperation
(eg. Military training) - Online games can be a positive social experience
- Games can reinforce certain world views
- Negatives
- Games can reinforce certain world views!
- E.g. Violence, Sexism, Racism, Heterosexism
- Addiction
- Escapism
- Isolation
- Anti-Social behaviour
9A Feminist Perspective
- Girls and women can benefit from becoming
comfortable with video games, as they are
introductory to the sphere of technology - Technology is constructed as for men
- We are living in a time where technological
proficiency and having the confidence to try new
technologies are important skills - Online multiplayer games afford online
social/virtual communities which can give girls
and women social support and connectedness - Girls and women can explore experiences in online
multiplayer games that may not be available or
are less available to them in the real world
this can be empowering and effect their everyday
life ideas about themselves - Games are an ideal environment for collaborative
learning and team work (feminist pedagogy)
10Potential problems with using video games in
education
- Negative perception of video games as just
toys, perpetuating negative ideas and as a waste
of time - Need to strike a balance between learning and
fun - Hardware divide (graphics cards, internet
connections) - Skills divide (technology is constructed as a
masculine domain, slower typists may not be able
to keep up with discussions)
11Why use video games in higher education?
- Makes learning more fun, a motivator
- Artefact that reflects culture (basis for
discussion and analysis) - Simulations
- Virtual classrooms (distance learning etc)
(De Aguilera Méndiz, 2003)
12Video games/vr education examples
- Sonics Schoolhouse
- CSI
- Trauma Center
- SimSuite
- Virtusphere
- New Media Consortium in Second Life
- The Grad Student Colony in Second Life
13CSI Video Game Series
- PC Xbox, several titles in series
- Player is a trainee crime scene investigator
- Learns how to analyze crime scenes and use
various tools and methods to identify the killer
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15Trauma Center Video Game
- Video game made by Nintendo
- Players care for patients and can carry out
various operations and treatments - Teen target market
- Game designed for entertainment, not teaching
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17SimSuite Medical Simulation Environment
- The SimSuite Education System incorporates
state-of-the-art interactive simulation
technology that provides hands on reality
without risks to patients. - Computer program linked to a simulated operation
room and patient - Currently in use in the US
18The VirtuSphere
- The VirtuSphere system consists of a large
hollow sphere that sits on top of a base that
allows the sphere to rotate 360 degrees. - Wearing a wireless, head-mounted display, users
can step inside the sphere to fully interact in
immersive virtual environments. - VirtuSphere is marketed to target customers
including- Military, law enforcement, homeland
security agencies and first responders (for
simulated training exercises)- The electronic
gaming industry (as the ultimate setting for
immersive gaming)- Health clubs and athlete
training- Education and museums- Architects,
real estate professionals and others who can use
virtual walk throughs as a powerful way to
present plans
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20The New Media Consortiumin Second Life
- The New Media Consortium (NMC) is an
international not-for-profit consortium of nearly
200 leading colleges, universities, museums,
corporations, and other learning-focused
organizations dedicated to the exploration and
use of new media and new technologies. - NMC has a campus in Second Life (a VR environment
program), where members can hold classes, have
meetings and conduct experiments/research
21The Second LifeGrad Student Colony
- (First Life) Graduate students meet regularly to
discuss their research - They collaborate, share ideas and resources and
have guest speakers
22- More images of Second Life Education
- GNWCs Virtual Centre for Digital Media in Second
Life
23Conclusions
- Video games, simulations and virtual reality are
in their infancy - As technology advances further, we will have more
opportunities and ways to use it for teaching and
learning - Unstructured environments and structured
environments can serve different
teaching/learning purposes - Video games should be valued and perceived as a
technology/medium that can go far beyond its
entertainment roots
24For thinking about on the blogDesign an
Educational Game
- Assume you have plenty of in your game
production budget! - In your game design team, come up with the
following - General Game concept
- Game type Single/Multiplayer/Massively
Multiplayer, PC/Console/Mobile - Game Objectives What do you do in this game
(short term goals)? What are you working towards
in this game (long term goals)? - Inclusive Game design How will you make the
game accessible to a diverse audience? (Think
about gender, race, sexuality, literacy,
technical skills, different types of learners) - Benefits - How will the game aid in
teaching/learning? What skills will it help
players to learn/practice?
25Further thoughts for discussionVideo Games in
your class?
- How would you feel if you had video games/VR in
your classes? - How do you think it could fit into/add to your
classes? - What might games/VR be able to provide you that
is not available/easily done otherwise? - What might be some potential constraints/obstacles
?
26Thankyou
- Contact info
- Joanna S. Robinson
- MA Candidate in Popular Culture
- Brock University
- Joanna.Robinson_at_BrockU.ca
- www.JoannaSRobinson.com