基于数字游戏的学习
马克·普伦斯基
Games2train,纽约
摘要:罗切斯特大学神经科学家C.ShawnGreen和DaphneBavelier[Green和Bavelier,2003]发表的研究已经引起了全国的关注,他们认为玩动作游戏和计算机游戏具有增强学生视觉选择性注意力的积极作用。 但这一发现只是一个更重要的信息的一小部分,这个信息是所有的父母和教育工作者都需要听到的:电子游戏不是敌人,而是我们让孩子参与真正学习的最佳机会。
关键字:电子游戏,电脑游戏,学习,教育,动机,教师,代际变化,数字
成功学习的必要条件是动机:一个有动力的学习者是不能停止的。不幸的是,在当今这个时代,许多需要学生学习的内容并不能直接激励他们。无论是在学校、大学、公司、职业,甚至是在军队里学习的人,他们经常会说“无聊”这个词。 可以肯定地说,今天的教师、培训师和教育工作者很少能像他们在激励部门那样有效,而这往往会在激发学生学习积极性方面造成真正的问题。
然而,有一个地方的动机本身就是专业知识,事实上,这是一个300亿美元的全球计算机和视频游戏产业。 自从1974年Pong问世以来,它在过去30年里迅速崛起,游戏设计师们已经磨练到了极致的专业知识就是玩家的参与度:一种让人们在座位上一小时又一小时,日复一日,全神贯注,积极尝试达到新目标的能力,为他们的成功欢呼雀跃,决心克服他们的失败,同时又乞求更多。
当然,今天的孩子们对他们的电子游戏和电脑游戏的态度与他们大多数人对学校的态度正好相反。然而,这正是我们希望我们的学习者拥有的态度:兴趣、竞争、合作、结果导向、积极寻求信息和解决方案。
因此,试图将学习的内容和游戏的动机结合起来是很有意义的,这确实是正在发生的事情。 对这一日益增长的现象的第一个全面描述是基于数字游戏的学习[Prensky,2001],讨论了学习者如何改变,游戏如何教学以及为什么会起作用,示例(来自所有类型的学习者和主题),以及实施中的问题。 (几个章节样本可上网查阅www.marcprensky.com/writing/default.asp)
这本书的重点是今天的学习者与他们的父母和所有前几代人不同的许多方式-这在很大程度上是他们成长过程中沉浸在数字技术中的结果(见第二章,以及这篇文章
。这本书关注的是当今的学习者与他们的父母和前几代人的许多不同之处——这在很大程度上是他们成长过程中沉浸在数字技术中的结果(见第2章,以及文章)数字本地人,数字移民都在www.marcprensky.com/writing/default.asp)。 今天的年轻人花在玩电脑和电子游戏上的时间,估计到21岁时就有10000个小时——常常是几小时的爆发式的——这证明了对教育工作者的批评。几年前,被视频和电脑游戏所吸引的群体几乎都是青春期的男孩,而现在则越来越多地变成了女孩,以及所有年龄和社会群体的所有儿童。今天在美国找一个不玩电脑或电子游戏的孩子是很困难的。
基于数字游戏的学习也讨论了我们数字原生儿童的大脑正在改变,以适应他们花了大量时间使用的新技术(www.marcprensky.com/writing/default.asp)。 正如Green和Bavelier所报告的那样,土著人不仅更善于将注意力分散到广泛的事件中,而且他们还擅长多任务处理和并行处理、快速接收信息和做出决策(以twitch speedz为单位)、理解(即readingz)多媒体以及通过网络进行协作。
我相信,今天吸引孩子们玩电子游戏和电脑游戏的,不是游戏的暴力,甚至不是游戏的主题,而是游戏提供的学习。孩子们和所有人一样,喜欢非强迫的学习。现代电脑和电子游戏每秒钟都提供学习机会,或者说是学习的一小部分。
是哪一类型的学习呢?在表面上,游戏玩家学习做一些事情-驾驶飞机,开快车,做主题公园的经营者,战争战士,文明建设者和兽医。但在更深层次上,他们学到了更多:从许多来源获取信息并迅速做出决定;从游戏中而不是通过被告知来推断游戏规则;创建克服障碍的策略;通过实验了解复杂的系统。而且,他们越来越学会与他人合作。许多成年人都不知道,游戏早已摆脱了由于缺乏社交网络而形成的单人孤立的外壳,回到了他们一直以来的社交媒体——在全球范围内。大规模的多人游戏,如Egamma;erOueSt和Lineage,现在有成千上万的人同时玩,每天晚上都在部落和公会中合作。
今天玩游戏的孩子进入一年级后,能够做和理解很多复杂的事情——从推理、建筑到飞行——以至于他们在学校里学到的课程常常让他们感到压抑。 更糟糕的是
学生在进步。 z说,每次上学她都要断电。 可悲的是,我们的数字移民教师对他们所负责的数字世界知之甚少,从他们的在线游戏,到他们的在线交流、分享、会议、评估、协调、编程、搜索、定制化和社交活动,以至于老师们通常不可能以他们的语言和速度设计学习,尽管学生们尽了最大的努力,他们还是需要并喜欢。这就是为什么我们的许多孩子觉得学校毫无用处或无关紧要——他们不再理解老师过时的语言(例如,拨打电话,玩游戏)和教也师不再讲他们的(例如,blog,z,avatar,z.mm0rpgz)。当然,这不仅仅是文字,两代人的概念世界是非常不同的。他们学习的方式也是如此:今天的年轻人本能地明白,他们的游戏是他们最好的老师。
对这些学生来说,好消息是,一个由学术界、作家、基金会、游戏设计师、微软等公司以及越来越多的美国军方组成的联盟正在努力让家长和教育工作者意识到游戏媒体所蕴含的巨大的学习潜力。现在商店货架上的教育娱乐产品可能对学龄前儿童有用,但相对于当今计算机和电子游戏的巨大复杂性,它是极其原始的。 我们需要更好、更深的新学习游戏,这些游戏终于开始出现了。 微软赞助了一个M1T的Games-to-Teachz项目,该项目正在x-Box和Pocket PC(http://cms.mit.edu/ games/education/index.html)上构建用于学习物理和环境科学中困难概念的游戏。 卢卡斯艺术在其网站上有课程计划,以帮助教师使用其游戏来教授批判性的思维(http://www.lucaslearning.com/edu/lesson.htm )。 英国TEEM(教师评估教育多媒体)的一项研究表明,特定的现成游戏可以帮助年轻人学习逻辑思维和计算机素养(http://www.teem.org.uk/aboutteem/ press/article?nid=92)。 Liemandt基金会设计了一个竞赛,在这个竞赛中,大学生和研究生创造学习游戏来教授中学科目,争夺奖金为$25,000的一等奖(http://www.hiddenagenda.com)。
鉴于游戏玩家和新兵的档案几乎完全重合,美军使用了50多种不同的视频和电脑游戏来教授从教条到战略和战术的所有知识(http://www.dodgames community.com)。 其中, 2002年免费发布的招募游戏《美国陆军:行动》现在有近200万注册用户,近100万已经完成了虚拟基础训练(http://www. americasarmy.com)。
关于游戏对学习的积极影响的学术研究,不久前还没有被放在书架上,但现在正被国家媒体注意着。理论和实践指南,如詹姆斯保罗吉(James Paul Gee)的《电子游戏教我们学习和文学》,以及我自己的《基于数字游戏的学习》,现在都在书架上。 像威廉·马西(WilliamMassy)这样的专家,创建了学习游戏虚拟U,他们正在与设计师合作,建立连接知识和经验的游戏。 斯隆、马克尔等基金会正在资助这些他们。伍德罗·威尔逊中心(Woodrow Wilson Center)已经开始了一个名为Serious Gamesz的项目,旨在提高游戏在公共政策辩论中的使用率,这项工作始于10年前Maxis公司的Sim Health。
但是,尽管有了所有的发现、研究和学校里孩子们的呼救声,许多家长和教育工作者仍然倾向于认为视频和电脑游戏充其量是轻浮的,往坏的方面说是有害的。媒体经常用一些标题来鼓励这一点,比如:杀戮游戏。为了抵消这种.name偏见,z用户和今天的资助者通常用codez名称来指代新的教育游戏。
然而,这些新的,高效的学习工具真正是一个结合了最好的视频和电脑游戏的最引人注目的和互动的设计元素与具体的课程内容。当然,最棘手的部分是将两者结合起来,保持而不是失去学习者的兴趣和注意力;我们现在在这方面做得越来越好。钱和意志都在那里,我们的学生都在为之哭泣。
在《基于数字游戏的学习》出版后的两年里,这种现象迅速发展。当学习者要求一些不同的更好的东西时;作为游戏设计者,他们中的许多人现在已经到了他们自己有孩子的年龄,他们努力将他们的工作的社会影响最大化;当资助者看到了以更有效的方式接触学生的潜力时,基于数字游戏的学习已经从研发和早期采用者的领域走向主流。 一个社会游戏的在线目录((http://www. socialimpactgames.com)在环境科学、公共政策、健康、政治、历史和军事战略等领域,有100多个例子。
所以坚持下去,学习者,投入,激励数字游戏的学习终于在路上了!
Digital Game-Based Learning
MARC PRENSKY
Games2train, New York
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier [Green and Bavelier, 2003] has grabbed national attention for suggesting that playing .actionz video and computer games has the positive effect of enhancing students visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Categories and Subject Descriptors: K.3.1 [Computers and Education]: Computer Uses in Education General Terms: Design, Experimentation, Human Factors
Additional Key words and Phrases: Video games, computer games, learning, education, motivation, teachers, generational change, digital
A Sine gua non of successful learning is motivation: a motivated learner cant be stopped. Unfortunately, in this day and age much of the content that needs to be learned by students is not directly motivating to them - the word .boring,z or one of its politically correct synonyms such as .dryz and .technicalz often crosses their lips - whether the learners be in school, college, corporations, professions, or even the military. 1t is probably safe to say that todays teachers, trainers, and educators are rarely as effective as they might be in
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Digital Game-Based Learning
MARC PRENSKY
Games2train, New York
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier [Green and Bavelier, 2003] has grabbed national attention for suggesting that playing .actionz video and computer games has the positive effect of enhancing students visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
Categories and Subject Descriptors: K.3.1 [Computers and Education]: Computer Uses in Education General Terms: Design, Experimentation, Human Factors
Additional Key words and Phrases: Video games, computer games, learning, education, motivation, teachers, generational change, digital
A Sine gua non of successful learning is motivation: a motivated learner cant be stopped. Unfortunately, in this day and age much of the content that needs to be learned by students is not directly motivating to them - the word .boring,z or one of its politically correct synonyms such as .dryz and .technicalz often crosses their lips - whether the learners be in school, college, corporations, professions, or even the military. 1t is probably safe to say that todays teachers, trainers, and educators are rarely as effective as they might be in the motivational department, and this often causes real problems in getting our otherwise highly-stimulated students to learn.
Yet there is a place where motigamma;ation itSelf is the expertise, and is, in fact the Sine gua non - the $30 billion worldwide computer and video games industry. 1n its incredibly rapid rise over the past 30 years since Pong was introduced in 1974, the uni_ue expertise that game designers have honed to a superfine edge is player engagement: the ability to keep people in their seats for hour after hour, day after day, at rapt attention, actively trying to reach new goals, shouting with glee at their successes, determined to overcome their failures, all the while begging for more.
0f course the attitude of todays children toward their video and computer games is the very opposite of the attitude that most of them have toward school. Yet it is the very attitude we would all like our learners to have: interested, competitive, cooperative, results-oriented, actively seeking information and solutions.
Authors address: Games2train, New York, NY. Email: www.marcprenSkJ.com
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o 2003. Copyright is held by the author.
1t therefore makes a great deal of sense to try to merge the content of learning and the motivation of games, and this is indeed what is happening. The first comprehensive description of this growing phenomenon, Digital Game-BaSed Learning [Prensky, 2001], discusses how learners have changed, how games teach and why they work, Examples (from all types of learners and subject matter), and issues in implementation. (Several sample chapters are online at www. marcprensky.com/writing/default.asp)
The book focuses on the many ways that todays learners are different from their parents and from all previous generations - a result, to a large extent, of their growing up immersed in digital technology (see Chapter 2, as well as the article
.Digital Natives, Digital 1mmigrants,z both at www.marcprensky.com/writing/ default.asp). The amount of time todays young people spend playing computer and video games, estimated at 10,000 hours by the time they are 21 - often in multihour bursts - belies the .short attention spanz criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. 0ne would be hard-pressed today to find a kid in America who doesnt play computer or video games of one sort or another.
Digital Game-BaSed Learning also discusses the mounting evidence that our
.digital nativez childrens brains are changing to accommodate the new technologies with which they spend so much time (see .Do They Really Think Differentlyz at www.marcprensky.com/writing/default.asp). Not only are the natives better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better as well at multitasking and parallel processing, taking in information and making decisio
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