Friday, March 13, 2009

FAT gamers PHAT games

The link between childhood obesity 
and the use of video games and the 
watching of television is as the 
Vandewater study contends is of 
no significant relevance. (Vandewater 
2004)

The child's body mass index in my
opinion is directly linked to genetics 
and environment. The child will eat
as their parents eat or as they are 
allowed to eat. Diet is also, in my
opinion based on economics. The 
parents have to drive to the supermarket
to buy wholesome foods and have the
money to afford them. Inner city
children or parents of substance
abusers in many cases rely on  
the local deli. And as we all know 
hey are not stocked with wholesome 
foods. 
Is their a link between violent aggressive 
behaviors and the playing of video games 
or (Phat games) as I like to call them?
I don't know for sure, in a scientific sense.
My gut reaction is to say, their has to be.
But my feelings don't mean much in
the world of empirical research.  
The journal "An update on the effects
of playing violent video games" 
(Craig A. Anderson* 2003) is in my
opinion not a valid study. I see  the 
survey of existing literature as an 
attempt to fit a round peg in a square 
hole. The survey of literature is flawed
it blends the watching of violent videos 
with the playing of violent video
games. I see it as comparing oranges 
with grapefruits both are citrus fruits
but both taste totally different. In the 
case of video and video games they
in my opinion employ different types 
of literacy. The similarity is that they
are both viewer on a video screen.  
It also makes an dubious attempt to 
link school violence with the playing
of violent video games. By stating , "For
many in the general public, the 
problem of video game violence first
emerged with school shootings by avid 
players of such games...",then Anderson
by listing thirteen citations to link 
violent acts with the playing of video 
games has in effect fooled the reader
into an false sense of validity. And upon 
reading the rest of the survey I believe
that it was written to demonize the gamer.
I don't have the time to pick it apart 
line by line.
The other case study was both very 
scientific and very interesting. "Violence
exposure in real-life, videogames, 
television, movies, and the internet:
is there desensitization?" (Jeanne B. 
Funk 2004)  I gained a much greater 
understanding. The desensitizing effect 
that violent incidents and experiences
either through real or virtual experiences 
on emotional and cognitive functions is
a sobering thought. " Emotional and 
cognitive desensitization to violence 
decrease the likelihood that violent
behavior will be either censored or 
censured...." This statement should 
become a educational wake up call. The
implication of this in relation to the 
educating the our children leads 
me to the following thought. We as 
teachers need to reevaluate the way
in which instruction is delivered in
light of the psycho-social make up of
the desensitized student. 
To paraphrase  J. B. Funk, moral 
development is fostered through 
empathy. "Violence in screen-based 
media may affect empathy by 
desensitizing viewers to the true
consequences of violent actions...." 
The moral development of a child
directly effects the place in which
that child takes in society. Droves 
of  children that grow up with out
empathy leads me to believe that
the society in the  movie a Clock
Work Orange could become a reality. 
Where are we going as a society?
What can we expect from such
students in the classroom?  

LET THE GAMES CONTINUE #4 Lego Indy and then some

I tried some new games. Two card games 
in fact:"Tiks Texas Hold Em" and "Mystery
Solitaire". Texas hold em was just as I 
expected. It had all the technical aspects 
of playing poker with out any of the thrill
of the risk. The allure of gambling is the
thrill of risking your money ( fear) and the
thrill of winning money. This is an excellent 
example of why video games should be in 
the classroom. The student should learn
how to play poker before they risk 
playing in a real win/loose game.
The other game solitaire was quite 
interesting take on the traditional game. 
It laid out the cards in geometric patterns.
It also played with multiple decks of cards.
The game was very entertaining for its
use of problem solving properties.

I also played Lego Indy in the free play mode.
Layer upon layer and problem upon 
problem to navigate. These game designers
are brilliant. 

Saturday, March 7, 2009

Learning Spaces The Final Frontier

What are learning spaces? I can define them 
in two different ways. Both are very important 
to the future of the Information Age student. 
The kind of student that we have in our classes 
today.  These students are described by Marc 
Prensky as "Digital Natives" and "Digital 
Immigrants". 
The first is the physical classroom including the 
teacher who facilitates the learning and the 
curriculum. Each and every classroom should be
 well equipped with the latest technology. A 
classroom should not have any computers that
have Windows 98 or system 9 in the case of a
Macintosh computer. The classroom should have 
XP or Vista in the case of a Windows PC or 
System 10 or above in the case of a Macintosh 
computer. We shouldn't have tape players but 
rather I-PODS should be the norm. Also the 
teacher needs to have the ability to evolve to the 
changing nature of E-education. And the curriculum
needs to be modified to include E- literacy.  
Adding  video games and the like to the 
curriculum should become the norm not the 
exception. Thus the student will become more
and better prepared for the future.

The second, learning space is the one that is
created not in the physical world but rather is 
created in the digital world. In the creation of
"worlds" any thing and any where is possible.
For example, Second Life  is created by hundreds 
of people for any number of reasons. All of which
have real meaning and purpose.  But the worlds
that are relevant to the educator are the virtual
Universities and other places of interest.
You as an avatar (not very risky) can fly in the 
Sistine Chapel to study Art and religion  of the
time. Or have a further understanding of 
schizophrenia by hearing voices in your head.
 
But this is already being done. Why not take 
the class on a field trip to the bottom of the 
ocean to learn about deep sea fish. Much of the
bottom of the sea was photographed. It could
be done.  Or go to Mars to explore the 
surface for possible colonization. The entire
surface was mapped by NASA and  a world
could be created with little effort.  The 
technology is already in use. Some school
districts like Jersey City have ITV Labs that
could accommodate a classroom of students.
Space could be obtained to create these worlds
by creating partnerships with science and 
technology concerns. Both governmental
and private industry could partner with 
universities to make this happen. 



  


   


Friday, March 6, 2009

LET THE GAMES CONTINUE on and on #3 Lego Indy

Well I beat the last level. It didn't take as 
much time as I thought. The game has 
rules of the road so to speak. Once you 
figure them out it becomes easy. It is a 
matter of solving several littler problems 
to finish the puzzle the gamers call a level.
And as we all know the levels continue on 
and on until the next new game comes out. 

It's just like living a  productive life. 
This is just another reason why video games
should be part of the curriculum.

This week I'm going to survey some 
games, for real.