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Games and learning
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Games and learning : ウィキペディア英語版
Games and learning
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds - worlds that help us learn by integrating thinking, social interaction, and technology, all in service of doing things we care about.〔Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. (2005)〕 Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces.〔Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. (2005)〕 Games and Learning researchers study how the social and collaborative aspects of video game play can create new kinds of learning communities. Researchers also study how the data generated by game play can be used to design the next generation of learning assessments.
==Research==

The Games and Learning research world studies how new digital media tools shift the topic of education research from recalling and repeating information to being able to find it, evaluate it and use it compellingly at the right time and in the right context.〔Institute of Play - (www.intstituteofplay.org )〕 Games and learning research explores how games and game communities can lead to 21st Century educational skills such as higher order thinking, the ability to solve complex problems, think independently, collaborate, communicate and apply digital tools to effectively gather information.
Research conducted by Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. from the University of Wisconsin - Madison shows the educational and social benefits of digital games. Games do not need to be specifically geared towards education to be educational tools. Games can bring together ways of knowing, ways of doing, ways of being, and ways of caring.〔Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. (2005)〕 As John Dewey argued, schools are built on an obsession with facts. Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals,〔Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. (2005)〕 making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools. In content-driven media we learn by being told and reflecting on what we are told. In gaming, game designers create digital environments and game levels that shape, facilitate and, yes, even teach problem solving.〔Gee, James Paul (2010)〕
Another experiment investigated the effects of utilizing the iPad as a learning tool in American Preschools. The results from the experiment contrasted greatly to the common notion that the increasing use of technology by children proves harmful. In their results, the use of the iPads, specifically the completion of the application's tasks within it, yielded positive results. Peer interaction, participation, and learning were all evident since the task was administered in a classroom setting that required the children to work together.〔Lee, L. (In Press). Digital media for supporting young children’s learning: A Case Study of American
Preschool Children and Their Uses of Ipads. International Journal of Information and
Education Technology, 5(7).〕
Games also teach students that failure is inevitable, but not irrevocable. We learn from games differently than we learn from books, news and school. In school, failure is a big deal. In games, not so much. You can just start over from the last save. A low cost failure ensures that players will take risks, explore and try new things.〔Gee, James Paul (2010)〕
Much of the debate about digital games for education was based on whether or not games are good for education. But that question is overly simplistic. The National Research Council’s report on laboratory activities and simulations〔National Research Council, 2005〕 makes clear that the design and not merely the medium of a physical or virtual learning activity determines its efficacy. Digital games are a medium with certain affordances and constraints, just as physical labs and virtual simulations are media with certain affordances and constraints. Simulations and digital games actually share many similarities in this regard. Although there are multiple definitions for games,〔Salen, K., & Zimmerman, E. 2004〕 the key characteristics differentiating games from simulations involve the explicit inclusion of (a) rules for engaging with the simulation, (b) goals for players to pursue, and (c) means for indicating players’ progress toward those goals.〔Clark, Nelson, Sengupta, & D’Angelo, 2009〕〔Klopfer, Osterweil, & Salen, 2009〕〔Koster, 2004〕〔McGonigal, 2011〕 Properly designed, features of games can provide powerful affordances for motivation and learning. Individual studies have shown, for example, that well designed games can promote conceptual understanding and process skills,〔Annetta, Minogue, Holmes, & Cheng, 2009〕〔Clark et al., 2011〕〔Hickey, Ingram-Goble, & Jameson, 2009〕〔Ketelhut, Dede, Clarke, & Nelson, 2006〕〔Klopfer, Scheintaub, Huang, Wendal, & Roque, 2009〕〔Moreno & Mayer, 2000, 2004〕 can foster a deeper epistemological understanding of the nature and processes through which science knowledge is developed〔Barab et al., 2007〕〔Neulight, Kafai, Kao, Foley, & Galas, 2007〕 and can produce gains in players’ willingness and ability to engage in scientific practices and discourse.〔Barab et al., 2009〕〔Galas, 2006〕〔McQuiggan, Rowe, & Lester, 2008〕〔Clark, D, Tanner-Smith, E., Killingsworth, S., & Bellamy, S. (2013)〕
In his book ''What Video Games Have to Teach Us About Learning and Literacy'', James Paul Gee talk about the application and principals of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players. They motivate players to persevere and teach players how to play. Gee's video game learning theory includes his identification of thirty-six learning principles, including: 1) Active Control, 2) Design Principle, 3) Semiotic Principle, 4) Semiotic Domain, 5) Meta-level Thinking, 6) Psychosocial Moratorium Principle, 7) Committed Learning Principle 8) Identity Principle, 9) Self-knowledge Principle, 10) Amplification of Input Principle, 11) Achievement Principle, 12) Practice Principle, 13) Ongoing Learning Principle, and 14) Regime of Competence Principle and more.〔Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. ISBN 978-1-4039-6538-7〕 Withiin these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences are lowered. Another of Gee's principles, #8, that shows the importance of games and learning states that learning involves taking on and playing with identities in such a way that the learner has real choices (in developing the virtual identity) and ample opportunity to mediate on the relationship between new identities and old ones. There is tripartite play of identities as learners relate, and reflect on, their multiple real-world identities,a virtual identity, and a projective identity.〔Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. ISBN 978-1-4039-6538-7〕
Scot Osterweil, a research director at the Massachusetts Institute of Technology’s Comparative Media Studies program states that these standards and testing methods are not conducive to teaching methods that incorporate video games.〔Malykhina, E. (2014)〕 Games alone will not make schools more efficient, cannot replace teachers or serve as an educational resource that can reach an infinite number of students. The extent of the roles games will play in learning remains to be seen. More research in this area is needed to determine impact of games and learning.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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