The authors cautiously support the view that games provide useful opportunities for interactive learning and re-contextualization of place. Augmented reality games are defined through the framework of space/place,…
Download file to see previous pages...
It is remarkable that all 3 games reviewed by the authors are strictly place-specific (namely, they are about the city of Madison and its surroundings) and with the domination of reality over fantasy. The ludological analysis and the positive feedback from the pupils, the users and even the designers of the games, testify that such augmented reality simulations actively engage learners in their present-day environment and develop awareness of surrounding space by locating the cognition in social and spatial contexts (Squire et. al., 2007, p. 269). Several key challenges and principles of interactive games of this kind are defined: firstly, the notion of space as contested (when the interaction with space is undermined by certain conflict that has to be resolved, be this the conflict of past and present, as in The Greenbush Game, or the one that is based on “the political control over space”) (Squire et. al., 2007, p. 287); secondly, role-playing narration, or interactive storytelling (p. 288); thirdly, the usage of memorable moments and experiences (when knowledge is gained through the active absorption of the strategies that have worked in certain contexts, which, by the way, makes game-based learning radically different from more traditional ways of transmitting knowledge) (p. 289); and last, the “potential of linking games-for-learning into other inquiry activities” (p. 270), like in the case when the students have collected the information and brain-stormed for the design of The Greenbush Game.
Overall, the article is full of pedagogical insights, as it offers an optimistic outlook on the game-based learning with the emphasis on interactivity and the role of place. However, game theory covers much more aspects that need to be addressed in the context of learning. One of them is the limits of the ideological construction of games (Squire et. al., 2007, p. 267), as all games have conventions
...Download file to see next pagesRead More
In line with the subject of investigation, the researchers formulate four hypotheses, among of which are: music training would improve verbal intelligence independently of spatial intelligence, and that visual-art training would improve spatial intelligence independently of verbal intelligence; music and visual-art training can lead to rapid transfer; both of computerized training programs would improve participants’ executive control, as indexed by accuracy and reaction time; and music training would increase the amplitude of the P2 (Moreno, et al., 2).
The main idea of the article is that students, and writing tutors and parents included, do not take the idea of originality seriously any more. Gabriel has stated many cases which show that students copy and paste from web links and do not hesitate in using
meant by this is the level to which the video game player synthesizes their experience and attempts to classify within the broader realm of reality that they experience once they have disconnected from the computer and/or the console and begin interacting outside the virtual
One also needs to mention that StarCraft also accrued favorable and positive critical acclaims from prestigious sources like Edge Magazine, Game Pro and GameSpot. When it comes to StarCraft, in an industry driven by an innate obsolescence, the
It is basic in early childhood work to treat children as kind, intelligent and strong people because they are more likely to behave in kind, intelligent and strong ways. This increases their chances of succeeding, thriving
With the development of science and technology along with development of human civilization there is a high degree of risk in the world that there will be shortage of water in coming future. Although 2/3rd of the world