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Learning with Video Games: A Revolution in Education and Training?

In recent years, we have wit­nessed the begin­nings of a rev­o­lu­tion in edu­ca­tion.  Tech­nol­o­gy has fun­da­men­tal­ly altered the way we do many things in dai­ly life, but it is just start­ing to make head­way in chang­ing the way we teach.  Just as tele­vi­sion shows like Sesame Street enhanced the pas­sive learn­ing of infor­ma­tion for kids by teach­ing in a fun for­mat, elec­tron­ic games offer to great­ly enhance the way kids and adults are taught by active­ly engag­ing them in the process. Read the rest of this entry »

Playing the Blame Game: Video Games Pros and Cons

Play­ing the Blame Game
– Video games stand accused of caus­ing obe­si­ty, vio­lence, and lousy grades. But new research paints a sur­pris­ing­ly com­pli­cat­ed and pos­i­tive pic­ture, reports Greater Good Mag­a­zine’s Jere­my Adam Smith.

Cheryl Olson had seen her teenage son play video games. But like many par­ents, she didn’t know much about them.

Then in 2004 the U.S. Depart­ment of Jus­tice asked Olson and her hus­band, Lawrence Kut­ner, to run a fed­er­al­ly fund­ed study of how video games affect ado­les­cents.

Olson and Kut­ner are the co-founders and direc­tors of the Har­vard Med­ical School’s Cen­ter for Men­tal Health and Media. Olson, a pub­lic health researcher, had stud­ied the effects of media on behav­ior but had nev­er exam­ined video games, either in her research or in her per­son­al life.

And so the first thing she did was watch over the shoul­der of her son, Michael, as he played his video games. Then, two years into her research—which com­bined sur­veys and focus groups of junior high school students—Michael urged her to pick up a joy­stick. “I def­i­nite­ly felt they should be famil­iar with the games if they were doing the research,” says Michael, who was 16 at the time and is now 18.

Olson start­ed with the PC game Read the rest of this entry »

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