Our previous blog regarding the use of video games for higher education reminded us of an article we published in our newsletter several months ago, Sara Corbett's article regarding Quest to Learn's video game curriculum. Understanding that most kids today were raised interacting with technology, it just makes sense that using that same technology to teach them may hold their interest rather than forcing them into traditional classrooms. Read Sara's article in The New York Times Magazine.
Kaitlyn Cole, who works with Onlineuniversities.com, sent us an article they recently published, "“18 Graduate Programs Embracing Games." After we read it, we agreed with her that, "....we think (the article) clicks with the tone of your site and the passions of your readers." The article confirms that, as we know, many K-12 students use video games for learning. However, they found many higher education programs are now using games to teach students how to be teachers, doctors and business people. Find out which programs are having success by reading this very interesting article.
Thanks, Kaitlyn, for contributing to our blog!
Read the article in Onlineuniversities.com/blog
Link: http://www.livescience.com/24180-physical-exercise-boosts-brain-health.html
We found an interesting article that provides evidence that physical exercise is better for brain health than mental exercise. The brain imaging study discussed showed that physical exercise protected the brain from shrinking, the cause of memory and thinking problems; while social and mental stimulation had no affect on preventing brain shrinkage.
Read Christopher Wanjek's Bad Medicine column for the full article.
We all grew up playing games that taught us even if we didn't realize it - Yahtzee, Scrabble, Clue - math, spelling, problem solving. In Julie Brinks article, Game-Based Learning for the Corporate World, the Director of viaLearning provides some interesting statistics as to which generations are gaming and the types of subjects that can be taught using games.
For example, did you know that the average gamer is 37 years old? That 42% of all players are women? And that 29% of game players are over the age of 50? As Brinks states, "These statistics will help us shape how new delivery trends in training content are emerging. Adults like to play games, so let's help them learn while doing so."
"Research has shown that gaming, in the right context, can be just as, if not more, effective than traditional e-learning. It improves problem-solving, creativity, risk assessment, and risk taking. Gaming also supports B.F. Skinner's Behavioral Theory: that behavior is a function of its consequences. As in real life, when most people have a negative consequence to something they do, they don't do it again. In gaming it's the same concept: You go through that particular door and fall down an elevator shaft and lose the game…are you going to do that again? Probably not."
Several reasons games are an effective learning tool is because they use multiple intelligences; are immersive, engaging and motivating; provide an active learning environment and use storytelling. Sure, there are some topics that should not be taught using a gaming format such as serious personnel topics. But for the most part, technology, sales skills, product features, and other topics are perfect for game-based training.
Don't be fooled into thinking that only younger generations can and would enjoy learning through games. Brinks sites additional statistics that the largest consumer of games is 37 years old and 42% of those are women. There is a very broad audience base out there and almost unlimited topics that can be taught through games. Wouldn't you rather play a game in your next training session?
Author
Julie Brink, Director, viaLearning
Find the complete article in Training Magazine