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Tuesday, September 13, 2011

Online Resource - Infographic - HOW VIDEO GAMES ARE CHANGING EDUCATION


Video Games and Education
Via: Online Colleges Guide (2011) How video games are changing education [infographic]. Author.

Infographics are providing a lot of thinking stimulus for me lately. When I discover one on a topic of interest my attention is immediately captured. While investigating the relationship between young people and video games, the infographic above had a great deal of appeal. Through the layout, content and relevance to issues that I am currently engaging with, I present this as a relevant online resource that I intend to refer to in any future discussions revolving around the use of video games in schools.
The infographic specifically presents data around 4 key areas:
1.      Skills video games develop -
2.      Educational games
3.      Facts and statistics
4.      How video games are used in schools
This data has been formulated using a formidable range of sources: http://www.huffingtonpost.com/ ;  learn.it.uts.edu.au;  http://innovateonline.info/ ; http://gamepolitics.com/ ; http://getideas.org/ ; http://pri.org/ ; http://www.citypages.com/ ; http://www.bbc.co.uk/ ; http://theesa.com/ ; http://boston.com/ ; http://www.apple.com/ . All of these sources have published comprehensive information on video gaming that ensures that the evidence presented has a quality pedigree.
Further, it is not boring. The colourful presentation draws the reader eye particularly through the utilisation of engaging images. It is not evaluating the research available, but rather drawing audience participation with the concept with the vibrant layout. Certainly, similar information could be conveyed through essays or lists or tables, but I would argue that it would not have the same impact.
Recently I have completed a lot of reading in the area of video games in schools and yet this particular resource was able to quickly crystallise many of the ideas. I recognise that to create a school culture that is more accepting of video gaming, such a resource will be invaluable in starting conversations and getting some core data into the hands of many in a palatable fashion.

3 comments:

  1. Sheryl, I hadn't really had a good look at this till now. It really is comprehensive isn't it. I will be pinching this in the future, I like the way it lists skills & links games to subject areas.

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  2. This has to be the best info graphic I have seen on gaming. It cleverly uses to tools of digital literacy to bring to life the positives and negatives of gaming in an educational context. A great resource Sheryl!!!!

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  3. I had to go back over this graphic again - it has so much to offer in terms of clarifying what video games are all about. I like how it clearly identifies the key skills that video games develop - flexibility and adaptability; problem solving and negotiation. If we consider these few skills alone we can see the value of gaming in the curriculum.

    Gaming is not new but it is a rapidly growing industry with the potential to make a positive impact in classrooms around the world. Gaming is a form of instant entertainment and is available 24 hours a day. Many students with smartphones are tempted to access them constantly - quite often during class time if a school's policy allows them to keep the device with them and not hand it in. In fact Stergios Botzakis in his newly published text Entertainment and Gaming states that "video games have overtaken films as the most popular form of entertainment media. The video game Halo 3 made $110 million on the day it was released while the single-day record for a film debut is $47 million - for 2009's The Twilight Saga: New Moon" (p. 9).

    Other interesting statistics presented by Botzakis about the popularity of video games over other entertainment media include: include:
    • In 2007 video games made about $26 billion
    • The US film industry made about $6.5 billion the same year
    • Album sales, including MP3 downloads made $278 million in 2008.

    The current and next generation of learners are accessing technology like no other generation before. As educators, we need to know what they are using, how they are engaging with it and tap into the benefits of this popular medium.

    The graphic on this page shows teachers numerous games already available and most likely already tested in the classroom. I'll definitely try some of them out myself - try to find that space my mind would fill in the 80s at the skating rink when Space Invaders was the flavour of the day. I can distinctly remember how I felt while I was immersed in the game, trying to beat the top score. I was engaged, focused and using judgement and strategic thinking to solve a problem. Video games in the 80s were entertaining - now they have the power to transform education.

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