New PDF release: Augmented Learning: Research and Design of Mobile

By Eric Klopfer

ISBN-10: 0262113155

ISBN-13: 9780262113151

ISBN-10: 1435643496

ISBN-13: 9781435643499

An summary of cellular studying video games that argues for the academic merits of hand-held video games over their big-screen opposite numbers.

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Even playing ‘‘violent video games’’ (in the words of Gee—though he is not necessarily advocating for violent video games) models how we should structure problem solving for students—by challenging them to transfer knowledge from puzzle to puzzle, learn about systems, test hypotheses, and to communicate effectively. For example, in trying to kill a ‘‘boss’’ (one of the big, nasty characters that usually appears at the end of a level in ‘‘first-person shooter’’ games) in an upper level of a game, a player might need to transfer some of the lessons that they learned in earlier levels (or even other games) such as shooting from behind barriers or angling down from a balcony.

The second innovation was the clunky Game Boy Link cable. This allowed two Game Boys to be connected to each other. This feature wasn’t used (or at least was not heavily promoted) in many games for nearly a decade. However, when the Poke´mon craze hit in the late 1990s, the need for interacting with other people became apparent. Poke´mon is a very social game. The card game centers on competing and trading Poke´mon characters with others. It is a collecting game. Holding true to the Poke´mon style of game play, the link system allowed two players to connect their Game Boys together via a cable to trade Poke´mon.

One doesn’t need to look far to see where that negative view is coming from. The media is filled with coverage portraying video games as the source of malevolent content and behavior. This stereotypical portrayal of video games has become so deep-seated that many people don’t even know they hold this view. My family and I were recently visiting friends who had an elementary school-aged daughter, who I’ll call Neera. I saw that her parents had given Neera a computer, and it was placed at a low, small table to make it very accessible to her.

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Augmented Learning: Research and Design of Mobile Educational Games by Eric Klopfer

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