Tuesday, October 16, 2018

Mobile Devices and Games


When I hear the term gaming, my first thought is a video game used for entertainment. Games are also used for teaching tools that engage students in different activities that enhance the learning experience. Furthermore, kids playing video games that are based on life events can inadvertently learn from them. Squire (2011) talks about his ability to answer history questions as a result of playing a pirate video game and not from the assigned reading. He also wrote about how some athletes playing Madden were able to recognize rules and patterns on the field. Other games such as the Sims or Harvest Moon provide lessons about building societies and simulates life events. Some games teach children to be responsible for another life. For example, caring for pets. The software simulates caring for a pet by alerting the player when it is time to be fed or walked.

Mobile devices allow overcoming physical boundaries of the classroom since information is available through mlearning (Moreira, Ferreira, Santos, and Durao, 2016). Mobile devices also provide a venue for students to learn informally through the use of the internet. Some devices such as the iPhone can operate as a handheld computer. In developing countries, people have more mobile phones than computers which provide educational agents with a unique opportunity to define new teaching-learning processes through mobile devices (Moreira et al., 2016). All mobile devices have basic games on them with the capability to download others. Mind games available on mobile devices are a popular way to keep the mind active. Mind games facilitate problem-solving skills and initiate critical thinking.

Reference

Moreira, F., Ferreira, M. J., Santos, C. P., & DurĂ£o, N. (2016). Evolution and use of mobile devices in higher education: A case study in Portuguese Higher Education Institutions between 2009/2010 and 2014/2015. Telematics and Informatics. https://doi-org.ezp.waldenulibrary.org/10.1016/j.tele.2016.08.010

2 comments:

  1. Good Morning Ernethia,

    I really enjoyed reading your thoughts on simulations in the adult learning setting. I agree with your assessment concerning gamification and the use of mobile devices in adult literacy. “The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE)” (Huang, Rauch, & Liaw, 2010, p. 1171). In my training with the military VRLE is incorporated into medical courses as well as marksmanship training. The Engagement Skills Trainer (EST) 2000 “is a visual weapons simulator computer system designed to enable service members to carry out cost-effective marksmanship training and other weapon exercises in numerous environments without ammunition restrictions” (US Army Uses EST 2000, 2013, para. 2). Although the use of these systems can support learner development these systems should not be considered stand alone replacements for live fire exercises. I carry that same position when it comes to the use of augmenting mobile devices and digital games into other professions. Great job on your post for the module!
    Have a wonderful afternoon!

    V/R,
    Falynn

    References:

    Huang, H., Rauch, U., & Liaw, S. (2010, November). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computer & Education, 55(3), 1171-1182. doi: 10.1016/j.compedu.2010.05.014

    US Army uses EST 2000 virtual trainer for mobilization training. (2013, February 5). Retrieved October 6, 2018, from https://www.army-technology.com/news/newsus-army-employs-est-2000-virtual-trainer-for-mobilisation-training/

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  2. As close as simulations are, the never replace the real thing. The best thing about simulations is that they allow for mistakes students can learn from.

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