Lee Wilson’s Article in Technology & Learning

Fellow Texan Lee Wilson, education consultant and the man behind Education Business Blog, has written the first in a two part series on video games in education that has been published in the latest edition of Technology & Learning magazine. “Getting it Wrong: Slaying Myths About Video Games, Part I” explores the various misconceptions surrounding educational video games.

Wilson begins by describing his own odyssey into advanced video games and virtual interactive environments. He explored World of Warcraft with his kids, and soon discovered that video games had progressed far beyond the simpler titles of yore, offering powerful pedagogical possibilities. Here’s a key quote:

I have since discovered a very vibrant community of academics, educators, students, and business types who agree that video games have a powerful potential for learning and training. As well, there is a growing body of practice, products, and research to support the notion that games are a valuable addition to the set of tools teachers are using in formal education.

Following his introductory comments, Wilson explores two myths surrounding video games related to their potential as educational tools. First, Wilson states it’s a myth that all games are arcade in nature and tend to eschew higher order thinking. He’s spot on with this, and I whole-heartedly concur. This is a deeply ingrained misconception that is popular among folks who have never played the latest in modern games. My paper in Journal of Technology and Teacher Education, “Assessing Higher Order Thinking in Video Games” offers a means of measuring higher order tendencies in games, and suggests a way by which teachers can judge the benefits particular games may hold insofar as encouraging thought processes. This is an important distinction to make since games that are strictly arcade in nature are typically worthless as academic products.

Second, Wilson addresses the myth that video games are all about sex and violence. Again, he’s spot on. The pop culture aura surrounding video games is probably the biggest hindrance to their adoption as serious classroom tools, in my opinion. Not every game is concerned with titillating content, and to back up his point Wilson explores several serious games that were designed as teaching or training tools.

Finally, Wilson offers a list of online resources for educational gaming, and I’m honored he included this blog in the list. Technology & Learning is a widely disseminated periodical by NewBay Media that goes out to education professionals. You can access the latest version online in Flash format here. Wilson’s article begins on page 16. The remaining three myths in his list are slated to be published in T&L’s October issue.

References
Rice, J. W. (2007). Assessing higher order thinking in video games. Journal of Technology and Teacher Education. 15(1). 87-100.

Wilson, L. (2007, September). Getting it wrong: Slaying myths about video games, part I. Technology & Learning, 21(2). 16-18, 20, 23.

 

Update:
If you don’t want to wade through the flash version of the whole magazine, TechLearning.com has posted the story in regular HTML here.

 

8 Responses to “Lee Wilson’s Article in Technology & Learning”

  1. Late breaking news Says:

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  2. Mike Palmquist Says:

    Thanks John,

    I’m having trouble accessing your article Assessing Higher Order Thinking in Video Games in JTATE. Is it possible to order a copy of the article? Since I’m not a library or institution?

    This is a great blog…

  3. John Rice Says:

    Mike, thanks for asking. I’m working on getting a pre-pub version up on EduQuery.com.
    JR

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  8. Alice Says:

    Great article, very informative!

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