Thursday, December 20, 2012

considering games as cognitive tools. In search of effective edutainment



CONSIDERING GAMES AS COGNITIVE TOOLS: IN SEARCH OF EFFECTIVE EDUTAINMENT

Play is a very serious matter, it is an experience of our creativity, and creativity is at the very root of our ability to learn, to cope and to become whatever we may be. [Rogers & Sharapan 1994]. According to software publishers association, interactive children’s education is one of the fastest growing market segments in computer industry. [Parets 1995]. Educational software is the primary stimulus behind multimedia computer purchase for the home. [Hisey 1995], with sales of $600m for 1995, [Parets 1995]. Non computer based games marketed as having educational components accounted for more than $200m in sales in 1994, [Hoover 1995].
   Cognitive toys:  Cognitive tools can reduce the need for laborious activities and allow student to achieve goals they are already motivated to reach [Malone & Lepper 1987]. Sometimes the design of intrinsically motivated environment requires toys rather than tools that challenge learners to use skills they would not otherwise inclined to use [Malone & Lepper 1987]
Pierfy, [1977], reviewed 22 comparative simulations gaming studies and concluded that simulations and game demonstrated greater retention over time than conventional classroom instruction, with students reporting more interest in the game activities.
On the other hand, the most difficult issue in the assessment of games as cognitive tool is that, games maybe environments which foster the learning of implicit knowledge. Implicit learning occurs when a subject is not consciously intending to learn, is not aware of what they have learned and yet they acquire new knowledge. [Kihlstrom 1994]. Implicit knowledge is not necessary reflected in people’s ability to answer writing questions since they are not consciously aware of what they have learned.

                               REFFERNCE
Berry, D.C & Dienes, Z [1993]. Implicit Learning: Theoretical and Empirical issues. East Sussex, UK. Lawrence Erlbaum Associates.
Hisey, P. [1995]. Edutainment to drive multimedia biz discount store news, pp 50-51
Hoover Business Resources [1995]. Masterlist Plus [online], http://www.hoovers.com
Kihlstrom, J. [1994]. Cognition unawareness. [Review of the book implicit learning and tacit knowledge. An essay on cognitive unconscious science, 264 [5161], 1013
Malone ,T & Lepper, M [1987]. Making learning from a taxonomy of intrinsic motivation for learning. In, R. Snow & M. Farr [Eds,]. Aptitude, learning and instruction. Vol. 3 pp223-253. Hillsdale, NJ.Earlbaum.
Parets, R.T [1995]. Children’s Edutainment title vie for shelf space. Discount store News, pp 50-51
Pierfy, D.A [1977]. Comparative simulation games research. Stumbling blocks and stepping stones. Simulations and Games, 8 [2] 255-268.


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