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[阅读] Video Games Are the Future of Education

(2015-01-22 17:27:57)
标签:

factorfiction

videogame

futureofeducation

分类: Reading
As kids all across the U.S. head back to school, they’re being forced to spend less time in front of their favorite digital distractions. Or are they?
 
Video games are playing an increasing role in school curricula as teachers seek to deliver core lessons such as math and reading—not to mention new skills such as computer programming—in a format that holds their students’ interests. Some herald this gamification of education as the way of the future and a tool that allows students to take a more active role in learning as they develop the technology skills they need to succeed throughout their academic and professional careers.
阅读笔记标注:
1.VG (holds studnets interests)→important in school math and reading (programming also does)
2.GoE:future and a tool to develop tech skills →successed throught academic and careers
段落大意
讲游戏在课堂中广为应用,因为可以学生主动学习同时培养了对学术和专业都有好处的技能。
生词:format   版式;开本;格式     herald  预示



Few would argue that video games can do it all in terms of education, says Scot Osterweil, a research director in Massachusetts Institute of Technology’s Comparative Media Studies program and creative director of the school’s Education Arcade initiative to explore how games can be used to promote learning. But games are a powerful learning tool when combined with other exploratory, hands-on activities and ongoing instruction from a teacher acting more as a coach than a lecturer, he adds.
阅读笔记标注:
1.few believe VG do all in education,SOsays;
2.BUT game( powerful learning tool )can combine with other activities →Coach than lecturer.
 
段落大意:
讲很少有人对视频游戏代替教育产生争议,但是它可以结合其他活动能够让老师称为教练而不仅仅是宣讲者。
生词:
initiative 主动的行动, 倡议      hands-on 实际动手做的   动手活动 hands-on activities
 
 
Others, however, question whether a greater reliance on video games is in students’ best interests, indicating there is little proof that skillful game play translates into better test scores or broader cognitive development.
阅读笔记标注:HOWEVER others question more reliance on video games can lead to better scores or broader congnitive development.

段落大意:讲其他人还质疑学生依赖的视频游戏是他们感兴趣的从而表明,没有证据能够证明导致学生更好成绩和思想发展。


 
In the past decade schools have become preoccupied with meeting national Common Core standards, which dictate what students should be able to accomplish in English and mathematics at the end of each grade and use standardized testing as a way of tracking a student’s progress. Such demands are not conducive to creative teaching methods that incorporate video games, Osterweil acknowledges. He adds, however, that a growing backlash against the perceived overuse of standardized tests is starting to encourage creativity once again.
阅读笔记标注:
1.NCC standards (
) use standardized testing to track stus progress in English and mathamactic → NO creative teaching such VG
2.HOWEVER, its overuse of standardized tests
→ start encourage Creativity again.
 

段落大意:
讲以前学校要求一种标准一种制度和考试去评判学生的学术成绩和水平,那样的体系是不容许有视频游戏参与教学的;但是过度使用的标准化考试的反对大潮再一次促使创造性活动的产生。
preoccupied 被抢先占有的   dictate 命令, 规定, 要求  conducive  导致…的, 有助于…的   Blacklash


 
Gamestars
Testing fatigue, combined with more pervasive computer use in and out of the classroom and continued experimentation with games as learning tools, suggests that such video games will play a significant role in the future of education. The Quest to Learn public school in New York City offers a glimpse of how gaming is already transforming not just how students learn, but also what they learn. The teachers there have been using the principles of video game design to write their curriculum since the school opened its doors in 2009. This curriculum—organized into missions and quests—focuses on multifaceted challenges that may have more than one correct answer, letting students explore different solutions by making choices along the way, says Ross Flatt, assistant principal at the school.
阅读笔记标注
1.more computers and expermentation with games as learning tool suggests VG significant role in future education
2. QtL in New York offer how game transform how students learn in how and what they learn.
3.using principle of VG for teachers to write curriculum since 2009 its open day.
4.the curriculum focuses on multifaceted challenges with more correct ones studes explore differt solutions when they make choices

段落大意:讲一个视频游戏在教学中的应用的实际例子 Quest to Learn public school,探索性教育,提高学生从不同的角度解决问题的能力
fatigue疲劳,疲乏 pervasive  无处不在的;遍布的 
multifaceted   多方面的;多才多艺的
 

 

More than simply playing video games, Quest to Learn students also study game design using Gamestar Mechanic and other computer programs. After students successfully complete Gamestar missions, they are awarded avatars and other tools they can use to build their own games.
 
If educational video games are well executed, they can provide a strong framework for inquiry and project-based learning, says Alan Gershenfeld, co-founder and president of E-Line Media, a publisher of computer and video games and a Founding Industry Fellow at Arizona State University’s Center for Games and Impact. “Games are also uniquely suited to fostering the skills necessary for navigating a complex, interconnected, rapidly changing 21st century,” he adds.
段落笔记标注
QtoL students study game design by use of GM and other programs,and complete mission → award avatars, other tools to build own games
 VG well executed can provide strong framework for inquiry and project-based learning
Games uniquely suite to foster the skills necessary for complex...21st century

段落大意:讲QtL的学生可以通过视频游戏学习游戏设计通过程序和软件;每次完成一关都会获得进一步建造自己游戏的材料和工具;游戏培养的技术对于应对复杂多变的21世纪有利。
executed 履行    inquiry 调查;质询;探究  interconnected  互相连接;互相联系


 
Digital literacy and understanding how systems (computer and otherwise) work will become increasingly important in a world where many of today’s students will pursue jobs that do not currently exist, says Gershenfeld, who wrote about video games’ potential to transform education in the February Scientific American. Tomorrow’s workers will also likely change jobs many times throughout their careers and “will almost certainly have jobs that require some level of mastery of digital media and technology,” he adds.
段落大意:讲懂得电子技术和系统运行原理对于学生找工作变得越来越重要(那些工作目前还没有存在);未来的人们很可能在一生换更多的工作,从而有一些工作是需要掌握一定的电子媒体和技术的。
literacy  识字, 有文化


 
Gaming the system
Parents of school-age children are likely familiar with Minecraft, a digital game that promotes imagination as players build various structures out of cubes. MinecraftEdu, a version of the game that teachers created for educational purposes, teaches students mathematical concepts including perimeter, area and probabilities as well as foreign languages. SimCityEDU, a version of the popular city-building game, is likewise a learning and assessment tool for middle school students that covers the English, math and other lessons they need to master to meet Common Core State and Next Generation Science standards.
段落大意:列举了我的世界和模拟城市两个游戏,说明游戏对于教育有帮助,对人有提高。
perimeter   周边;周围;边缘   likewise  也;同样地


 
Beyond teaching, video games can also offer useful information about how well a child is learning and can even provide helpful visual displays of that information, says Brian Waniewski, social entrepreneur and former managing director of the Institute of Play, a nonprofit that promotes the problem-solving nature of game play and game design as a model for learning in secondary schools. Video games can also provide instantaneous feedback—typically via scores—that teachers and students can use to determine how well students understand what the games are trying to teach them.
段落大意:讲视频游戏除了教育之外,在提供有用信息(一个孩子在学习方面有多强),信息的视觉呈现方面,及瞬时间的反馈信息方面也有帮助。
instantaneous  瞬间发生的, 即刻的

 
Limitations
For all of the enthusiasm around games and learning, very few studies have examined whether video games improve classroom performance and academic achievement, says Emma Blakey, PhD researcher in developmental psychology at the University of Sheffield in England. “Because we know memory is a crucial cognitive skill for school learning, practice at playing games that challenge memory should, in theory, lead to improvements in classroom behavior and academic skills,” she says. But only additional research can say if that notion is correct.
段落大意:讲尽管在游戏学习方面人们很有热情,但是游戏在学术成就上有帮助却鲜有研究能够表明,EB说学校学习关键是记忆的认知水平,游戏练习对于记忆有挑战,从而有利于学校学术的提高,但这仅仅是理论,还需要进一步研究证明。
 
A 2013 University of Cambridge study joined by Darren Dunning of the University of York, found that the improvements in game scores for children with low levels of working memory did not extend to broader skills. Working memory is the cognitive system responsible for the temporary storage of information we need to support ongoing everyday activities, such as a locker combination or a friend’s Twitter handle. The study gave seven- to nine-year-olds up to 25 sessions of either video games set to challenge their working memory—the so-called “CogMed” approach—or the same video games set at an easy level. The researchers then examined whether playing the more difficult games improved performance on additional measures of working memory as well as enhanced other skills, including math, reading, writing and following instructions in a classroom. The study concluded that brain-training video games improve children’s performance only on very similar games, an effect that likely results from practice.

 
Digital games cannot be treated like the latest quick fix to the education system, Waniewski says. “They can seem like a godsend, a next-generation digital textbook that further reduces the need for human resources,” he notes. Yet games alone will not make schools more efficient, replace teachers or serve as an educational resource that can reach an infinite number of students, he adds.
 
Video games are not necessarily the most cost-effective option for schools with tight budgets and crowded classrooms, either. They require computers, tablets or other specialized technology as well as dedicated Internet servers and other communications systems. There may also be a need for additional infrastructure, personnel and teacher training. A full, game-infused curriculum could cost millions of dollars and require ongoing support, Gershenfeld says.
 
The extent to which video games are the future of education remains to be seen. But if the present is any indication, teachers are embracing the medium and are likely to continue to do so. In fact, of those teachers who use video games in the classroom, more than half have kids play them as part of the curriculum at least once a week, according to a national survey released by education researchers at Joan Ganz Cooney Center in June.
段落大意:游戏进入得到未来教育还需要时间,但是如果教师喜欢媒介,那么游戏会进入教学中来。举例
 
Perhaps the biggest impact of video games will be on students who have not responded as well to traditional teaching methods. Nearly half of the teachers surveyed say it is the low-performing students who generally benefit from the use of games, and more than half believe games have the ability to motivate struggling and special education students.
段落大意:游戏对学生和传统教育方式的影响还没有被看到,这才是最大问题。游戏对于课堂表现差的学生有益处,游戏能够刺激奋斗和特殊的学生。



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