Multiplayer games as the future of learning

Appearing in today’s edition of The Atlantic: “It was just supposed to be a quick trip to Beijing, a touristy group thing to take in the sights. It wasn’t supposed to go down like this.There wasn’t supposed to be a lost manuscript; the travelers weren’t supposed to turn on each other. The only good, if any, to be found in this godforsaken quest, this unholy mission, was that by the end of it, they would all know how to speak Mandarin.imgres-1

“This intricate Maltese Falcon­-like story will unfold each day, over the course of semester, as a multiplayer game at Renssalear Polytechnic Institute in New York. It is being  designed as a language-learning exercise by Lee Sheldon, an associate professor in the college’s Games and Simulations Arts and Sciences Program. “Using games and storytelling to teach­—it’s not that radical of a concept,” says Sheldon. “It makes them more interested in what’s going on.”

“Sheldon is a pioneer in gamification, a new movement that essentially takes all the things that make video games engaging and applies them to classroom learning. Sheldon started developing the theory eight years ago. Since then, gamification now comes in all shapes and sizes and is used across educational levels, for kindergarteners through adult learners. Its practitioners range from individual teachers experimenting with game-like elements in their classrooms to entire schools that have integrated the games into their curricula.

“The goal is to change the student’s mindset to a mastery orientation­—to promote motivation, engagement, active learning­—and to cultivate 21st century skills like collaboration, problem solving, creativity and systems thinking,” says Joey Lee, a research assistant professor of Technology and Education at Teacher’s College, Columbia University. “Learning looks very different today, so we need to move away from the Industrial Revolution one-size-fits-all model that still plagues much of education.” Continue reading “Multiplayer games as the future of learning”

Gender bias in online games

Verbal abuse is a pandemic in the online gaming community.And while it affects all sorts of gamers, there’s a select brand of vitriol reserved for women who venture into voice chat. For an interesting article on this phenomenon, see themarysue.com, excerpted as follows: ” This is an oft-discussed issue, and we still don’t have a good understanding of the root causes, or of what we can do to alleviate it. But some recent academic research provides a interesting (and sobering) look at how persistent the problem is.imgres-2 Continue reading “Gender bias in online games”