Wednesday 10 February 2010

A thorough literature review on computer games
Liberman (2006) is a thorough review of the literature regarding the effects of playing computer games. The author categorizes the literature from nine perspectives: motivation to learn, perception and coordination, thinking and problem solving, knowledge, skills and behaviours, self-regulation and therapy, self-concepts, social relationships, and attitudes and values. Under each category, he gives a detailed review of relevant studies and articles.


I would like to take a closer look at what have been done on analysing how games influence players’ thinking and problem-solving abilities. Prensky suggests that ‘games with puzzles and complex questions may improve player’s ability to think logically and tactically. Simulation games can enhance scientific thinking,…and adventure games may increase…skills in observation, analysis of systems, and coaching of others’ (Liberman, 2006, p.384) Studies also found the effects of games on self-directed learning. Players pay attention, monitor and evaluate their own actions. Besides, games also have the backwash of self-monitoring, pattern recognizing, and so on.


All these studies seem to have pointed to the promising future of games as a new revolution of learning and teaching. But is it computer games facilitate learning and self-development, or those available people just demonstrate their various abilities through playing games? It is not uncommon that clever boys and girls are more skilful in not only school performance, but also a good variety of off-curriculum activities. Games are a platform for those youngsters to show off their talent. There are still so many students underperformed in school study because of their addiction to computer games. This means that, although games are potential means of education, more efforts should be made by researchers and educators on how and when to use games for teaching purposes.

Reference

Lieberman, D. (2006) What can we learn from playing interactive games? In Vorderer & Bryant(eds.) Playing video games: Motives, responses and consequences. p.379-397. New Jersey: Lawrence Erlbaum Associates,Inc.,Publishers.

2 comments:

  1. Thanks for this interesting review. I think games are an excellent way to get kids (and adults come to think of it) involved in their learning, and I think this applies regardless of academic ability. As with most things, games should be used in a purposeful and moderate way: the main problem with games is the time they can take away from other pursuits. Games therefore require a good dose of discipline and self-regulation!

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  2. Sure games need to be well scheduled into the learning plan. A good way to do this is by looking at the goals we want to achieve in English language learning.

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