Article Two : Video Games In Education

SQUIRE Kurt, Video Games In Education, Comparative Media Studies Department, Massachusetts Institute of Technology, Cambridge, 2003.
Document link here.

 

Kurt Squire is a professor at university of Wisconsin-Madison and director of the Games, Learning & Society Initiative.

He works his research about video games in education. He starts is carrier in 2003 with Video games in education, now he has write many more books about it.

In Video games in education Kurt present all actual researches about video games usages and possibility in education, but also the limits and the risks. Eugene F. Provenzo, a famous professor in the Department of Teaching and Learning at the University of Miami, has made research about the influence of computers and video games on children.

Provenzo isolate four main concerns with video games.

  1. They can lead to violent, aggressive behavior
  2. They employ destructive gender stereotyping
  3. They Promote unhealthy rugged individualist attitudes
  4. They stifle creative play

Kurt Squire explains that finally « video game research has found no relationship between video game usage and social maladjustment ».

Note of studies about video games uncovered any correlations between regular video game play and violence or poor academic performance. We didn’t speak here about children who can spent more that 15 hours per week in arcades, that we can see same aggressive reactions or poor school performance like other activities to excessive practices.

There are more and more games using collaboration system. It’s completely a different approach than individualism games. About the game Avatar, Kurt explain that « difficulty and variables are manipulated so that gamers are forced to quickly collaborate with other players and create the bands that can sustain an online gaming community ». This collaboration approach is increased with some type of game like RPGs (Everquest, World of Warcraft, …).

I think Kurt Squire’s research is a good start for 2003, but we can see may limits. They is no real exemple of usages and no mention of the technical limits in schools. In others books of him there are some exemples, and now some scools use video games like movies or musics.

But the main concerns with video games didn’t change in 2015, Provenzo is right about this.

 

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videogameslearning

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Vocabulary :

households : les ménages
embodies : incarner
elicit : soutirer
acknowledge : admettre
inquiry-based learning : l’apprentissage par questionnement
tremendous advancements : d’énormes progrès
Drill and practice games : des jeux bac à sable
Stifle : étouffer
embedded : enfoncé
framework : cadre