How Kids Learn to Cooperate in Video Games: A Lesson for Parents and Teachers

Written by Marc Prensky


Continued from page 1

And you can’t do this alone, no matter how much experience you have. So you begin to learn to playrepparttar game with others. The game encourages this, with “friends lists” and built in “speed chat” menus consisting, for kids’ protection, of a limited number of phrases you can use. For example, you can invite your friends to help you defeat a building (or, if you prefer, you can just wait outside for others to show up.)

But it gets subtle. Just because someone is your friend (or wants to be) or happens to show up, doesn’t mean he or she hasrepparttar 111081 experience to defeatrepparttar 111082 higher-level Cogs. You can check out someone’s gags when they are in range to help you decide whom to work with, but success depends not only onrepparttar 111083 level and number of gags one has, but also on knowing how to use them in battle. You learn over time what players you want on your team to achieve success in particular situations. Sometimes, to be sure all of you survive, you have to reject players who ask to work with you on a certain task. One ofrepparttar 111084 things you can say throughrepparttar 111085 speed chat is “I think this is too risky for you.” Just as inrepparttar 111086 real world, such advice is not always well-received, andrepparttar 111087 game gives yourepparttar 111088 opportunity to learn to deal with this.

Inrepparttar 111089 midst of any battle – players typically fight higher-level Cogs in groups of four – a player can choose, rather than to throw a gag atrepparttar 111090 Cogs, to instead give his or her fellow players additional “laff points” (i.e. health). Doing this helps prevent them from “dying” and dropping out ofrepparttar 111091 battle. One skill typically gained from frequent play is knowing when to help your teammates versus when to attackrepparttar 111092 Cogs. This is not trivial. One adult player described her first battle with ultra-high-level Cogs as “extremely nerve wracking,” and characterizedrepparttar 111093 strategies she had to employ to work successfully withrepparttar 111094 other players as “the most emotional experience I’ve ever had in a game.” And this isrepparttar 111095 version for kids!

And there is yet another way Toontown players learn there is value in cooperation. Some ofrepparttar 111096 tasks available to higher-level players allow them to earn jelly beans by helping out new players. When these experienced players see a Newbie fighting a Cog onrepparttar 111097 street, they can join in and assist. Whenrepparttar 111098 Cog is defeated, bothrepparttar 111099 experienced player andrepparttar 111100 Newbie get rewarded game at their own level.

Is it Boring?

Still, whilerepparttar 111101 tasks atrepparttar 111102 start ofrepparttar 111103 game involve defeating only one Cog at a time andrepparttar 111104 tasks at higher levels require players to defeat hundreds of Cogs on their way to liberate bigger and bigger buildings,repparttar 111105 battles are very similar. “Isn’t that boring?” I asked one “addicted” player. “After all it’s basicallyrepparttar 111106 same thing over and over – fighting Cogs.”

“I like going uprepparttar 111107 levels,” she replied. And of courserepparttar 111108 only way she can do this is by learning to cooperate well with real people, in real time – while sitting at her own computer.

I encourage readers of this article to try Toontown, both with your kids, and even on your own. (You can go to www.toontown.com to get started.) See how far you can get. If you happen to enjoyrepparttar 111109 experience, you can go on torepparttar 111110 aforementioned “older players’” games, whererepparttar 111111 enemies are fantasy monsters andrepparttar 111112 buildings castles to storm, yet whererepparttar 111113 principles of cooperation are basicallyrepparttar 111114 same. If you actually get addicted to cooperative play, don’t blame me – these games are designed to reel you in.

But even if you don’t get hooked yourself – andrepparttar 111115 more you are fromrepparttar 111116 “Digital Immigrant” generationrepparttar 111117 less likely it is that you will – hopefully you will have learned this important and generally-overlooked lesson:

What keepsrepparttar 111118 kids playing these games is notrepparttar 111119 violence (that’s all fake andrepparttar 111120 kids know it), but ratherrepparttar 111121 ability to work together with others to achieve more and more difficult goals.

Can you think of any skill more useful for children to spend their time learning? I can’t.



Marc Prensky is a thought leader, speaker, writer, consultant, and game designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001),and founder and CEO of Games2train, a game-based learning company . More of his writings can be found at www.marcprensky.com/writing/default.asp. Contact Marc at marc@games2train.com.


Really Good News About Your Children’s Video Games

Written by Marc Prensky


Continued from page 1

An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly,repparttar U.S. Military is working to make parents and educators aware ofrepparttar 111080 enormous potential for learning contained inrepparttar 111081 gaming medium. While “edutainment,” may work for pre-schoolers, it is primitive when it comes torepparttar 111082 enormous sophistication of today’s games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a “Games-to-Teach” project at MIT which is building games for learning difficult concepts in physics and environmental science onrepparttar 111083 X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Givenrepparttar 111084 almost perfect overlap betweenrepparttar 111085 profiles of gamers and military recruits,repparttar 111086 US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. “America’s Army, Operations,” a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training. Academic research intorepparttar 111087 positive effects of games on learning, which not so long ago sat unread onrepparttar 111088 shelf, is being noticed by national media. Theoretical and practical guides such as “What Video Games Have To Teach Us About Learning And Literacy” by Professor of Education James Paul Gee, and my own “Digital Game-Based Learning,” are now on bookshelves. Experts, such as former Stanford CFO William Massey, who createdrepparttar 111089 learning game “Virtual U.” are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called “Serious Games” to increaserepparttar 111090 use of gaming in public policy debates, picking up an effort that begin 10 years ago with “Sim Health” from Maxis.

Yet despite allrepparttar 111091 findings, research, and cries for help fromrepparttar 111092 kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about “killing games” when in fact two thirds ofrepparttar 111093 games are rated “E (everybody),” and sixteen ofrepparttar 111094 top 20 sellers are rated either “E” or “T (teen)”. To counteract this “name prejudice,” users and funders of today’s “new” educational games often refer to them by “code” names, such as “Desktop Simulators,” “Synthetic Environments,” or “Immersive Interactive Experiences.”

Yet what these new, highly effective learning tools really are a combination ofrepparttar 111095 most compelling and interactive design elements ofrepparttar 111096 best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose,repparttar 111097 learner’s interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.

Marc Prensky is a thought leader, speaker, writer, consultant, and game designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001),and founder and CEO of Games2train, a game-based learning company . More of his writings can be found at www.marcprensky.com/writing/default.asp. Contact Marc at marc@games2train.com.


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