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Book review

The use of computer and video games for learning: A review of the literature

Published by the Learning and Skills Development Agency 2004
Authors: Alice Mitchell and Carol Savill-Smith

Review by John Harris, Director of Education, Epic

Anyone with children who play video games will have been surprised by the many hours of sustained engagement and enjoyment they get from playing a single game. If only lessons were as much fun as games. If only school could harness the power that games hold over children’s minds. Surely games can be harnessed to serve the needs of education. This report is a comprehensive review of the published literature relating to games and learning.

The report addresses some key questions, including: What is the impact of the use of computer and video games on young people? Why use computer games for learning? How have computer games been used for learning? We learn that on the one hand excessive gaming can produce severe negative psycho-social effects, including aggressive attitudes and behaviours, but on the other hand aggressive play can have a relaxing effect on the user. We should consider using games for learning because, according to Prensky, games can incorporate as many as 36 important learning principles and, through the combinations of video, audio and text, accommodate different learning styles. Games have been used to serve a variety of functions in training and education. Simple games have been used to address specific learning outcomes such as the recall of factual content. Complex games have been used to support cognitive processing and the development of strategic skills.

Although this report is comprehensive, it reminds us of how research often lags behind the actual behaviour we observe in our own children. In interest in games is often the glue that cements relationships between children and is the springboard for lots of social activity, whether playing games together or discussing them. It leads to the development of high level critical thinking skills as they make complex decision around which games to invest their money and time in. This report identifies a few of the many additional areas of research that learning designers would find valuable. An accessible introduction to games and learning recommended for learning designers, teachers and anyone with games-playing children of their own.

Read the Epic white paper on Games and Simulations

See also:
Blended learning
Consultancy

White papers:
Blended Learning
Blended Learning in Practice
Knowledge Management

Case studies:
Barclays: take the lead...

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Corporate brochure: E-Learning at Epic
Data sheets: Epic Consulting, Accessibility Lab, Arena, Blended Learning ROI Calculator (‘The Blender’), Epic P2P, Hosting, Thought Leadership Programme, Testing (x4)
White papers: Blended Learning, Blended Learning in Practice
Survey report: The Future of E-Learning

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