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

Written by Marc Prensky


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

By Marc Prensky © 2004 Marc Prensky

“The three words that best describe me are ‘athletic,’ ‘smart,’ and ‘GameBoy-addicted.’” – A 10 year old

A great many parents are concerned thatrepparttar electronic games their kids play are teachingrepparttar 111081 kids “negative” messages such as aggression, violence, and isolation from real people. I want to illustrate here how computer and video game playing, can have positive effects on kids. This includes evenrepparttar 111082 “addictive” game playing associated with many of these games. The learning from these games is well worthrepparttar 111083 effortrepparttar 111084 kids put in playing them, and kids typically sense this at some level, which is one reason they fight so hard for their games.

One key lesson many of their games is teaching them isrepparttar 111085 value of people working together and helping each other. To illustrate how this occurs, I will use one particular game, Toontown, as an example.

Toontown (www.toontown.com) isrepparttar 111086 Walt Disney Company’s entry intorepparttar 111087 Massive Multiplayer Online Role-Playing Game (MMORPG) category. Forrepparttar 111088 non-initiated, that means a computer game that supports thousands of players online simultaneously, all of whom can see and interact with each other. A key feature of these worlds is that they are “persistent,” meaning thatrepparttar 111089 worlds continue to exist and change whether or not you are there, just any other place inrepparttar 111090 real world.

[Note: There are two types of multiplayer online games, both of which have their advantages. One type,repparttar 111091 “multiplayer” game, lets you interact with a limited group of people, such as those on your team or squad, in a game world that typically exists for onlyrepparttar 111092 time you are playing. The game America’s Army is a good example of this. The second type,repparttar 111093 “massively multiplayer” game, lets you interact with everyone you meet inrepparttar 111094 ongoing world. Massively multiplayer games like EverQuest, Asheron’s Call, and Dark Age of Camelot have capturedrepparttar 111095 time and imaginations of hundreds of thousands of US teenage and older players. The Korean massively multiplayer game Lineage has over 4 million registered users, often with up to half a million players on-line at once. The players typically meet in relatively thinly-populated areas of very large and often interconnected virtual worlds, so even with these huge numbers, it is not like pushing your way through Times Square on New Year’s Eve.]

Toontown isrepparttar 111096 first massively multiplayer game designed specifically designed for younger kids (pre-teens, I think, though they don’t specifically say.) In addition, many older kids and even adults enjoy playing it. Inrepparttar 111097 game you create, name and dress a character, and then you take it out to play inrepparttar 111098 virtual world. Your character isrepparttar 111099 representation (“avatar”) of you playing inrepparttar 111100 world – it isrepparttar 111101 “you” that other players know.

Although if you wanted to you could spend your entire time in Toontown merely running aroundrepparttar 111102 virtual world,repparttar 111103 “object” ofrepparttar 111104 game is to defeat “Cogs,” members ofrepparttar 111105 evil gang that wants to take overrepparttar 111106 town. The Cogs to fight come in many varieties and strengths. To defeat a Cog you employ “gags”– such as squirt bottles or pies inrepparttar 111107 face – that you purchase with jelly bean currency that you earn in a number of ways.

In your early days in Toontown, when you have earned relatively few gags, you typically run around alone, deciding when to confront a low-level Cog you pass inrepparttar 111108 street. (You do this by running into it.) You andrepparttar 111109 Cog then square off and do battle, taking turns throwing gags at each other. If you defeatrepparttar 111110 Cog, he explodes and you are rewarded with points towards additional gags. Ifrepparttar 111111 Cog defeats you, you “die,” which means you lose all your gags (although, importantly, you do not loserepparttar 111112 “experience” you attained – i.e.repparttar 111113 types and levels of gags you are allowed to purchase and use.)

There are a lot of other twists, but that’s essentiallyrepparttar 111114 game: Earn and buy gags, use them to fight Cogs.

But here’s whererepparttar 111115 cooperative part comes in. As you move to higher experience levels,repparttar 111116 tasks you are required to accomplish become more and more difficult. You often have to “rescue” buildings thatrepparttar 111117 Cogs have taken over, buildings that have multiple floors filled with high-level, hard-to-defeat Cogs.

Really Good News About Your Children’s Video Games

Written by Marc Prensky


Really Good News About Your Children’s Video Games

by Marc Prensky (c) 2004 Marc prensky

Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are notrepparttar enemy, butrepparttar 111080 best opportunity we have to engage our kids in real learning.

Any observer knows thatrepparttar 111081 attitude of today’s children to video and computer games isrepparttar 111082 very opposite ofrepparttar 111083 attitude that most of them have toward school. The amount of time they spend playing computer and video games – estimated at 10,000 hours byrepparttar 111084 time they are twenty-one, often in multi-hour bursts – beliesrepparttar 111085 “short attention span” criticism of educators. And while years agorepparttar 111086 group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn’t play computer or video games of one sort or another.

The evidence is quickly mounting that our “Digital Native” children’s brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at “twitchspeed”), understanding multimedia, and collaborating over networks.

What attracts and “glues” kids to today’s video and computer games is neitherrepparttar 111087 violence, or evenrepparttar 111088 surface subject matter, but ratherrepparttar 111089 learningrepparttar 111090 games provide. Kids, like and all humans, love to learn when it isn’t forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.

Onrepparttar 111091 surface, kids learn to do things – to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out ofrepparttar 111092 single-player isolation shell imposed by lack of networking, and have gone back to beingrepparttar 111093 social medium they have always been – on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.

Today’s game-playing kid entersrepparttar 111094 first grade able to do and understand so many complex things – from building, to flying, to reasoning – thatrepparttar 111095 curriculum they are given feel like they are being handed depressants. And it gets worse asrepparttar 111096 students progress. Their “Digital Immigrant” teachers know so little aboutrepparttar 111097 digital world of their charges – from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning inrepparttar 111098 language and speed their students need and relish, despite their best efforts.

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