Tuesday, February 6, 2007
Video Games and Multiliteracies
I have been intrigued by the idea of PeaceMaker, a video game just released, since I learned in October about its development. Read this review from Gamasutra (http://www.gamasutra.com/features/20070131/adams_01.shtml#) to see why. I haven't played it yet, but I plan to try it out as soon as I can. I'm curious to know what you think after you look at the review and see a demo of the game.
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4 comments:
I have to admit that I was initially turned off by the violence and I realize that this video game is only appropriate for older students, probably high school and up. But then as I read thru the article, I was really intrigued by the idea....finding a way to peace. It really plays into Gee's idea of "probe, hypothesize, reprobe and rethink." And maybe this video game will accomplish what centuries of peoples have not been able to do, make peace.
Gee and others have truly found the value of video games. From sim city and so many other game oriented environments, our students have had to problem solve, collaborate, and use so many more intelligences to accomplish a task. another great source is _Don't Bother Me Mom--I'm Learning!_ by Marc Prensky.
Yes, too often adults are put off by the violence of the games. for us it was sex sells, now it is violence.
tednellen
Am I fascinated with this idea. I'm not sure how it would sell compared to other games, but I would see this as a valuable tool for social studies classes. Teams of students could work together and learn (as needed) what the conflict is about and what others have tried to accomplish in the past. This is an issue that is in the news, but may not seem as complex to people who are not familiar with the history of the conflict. I'm going to pass this on to the social studies teachers in my building. I'd be interested in hearing what they have to say.
I'm interested in knowing more about the book Ted mentions. Who can tell me about it? What we've read in Gee's video game book and briefly experienced playing video games would support the thinking Ted identifies that can emerge from the playing of such games.
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