When I posted earlier on Instructional design - I mentioned how designers must "talk" the same language as the learners. I have done "some research" on gaming - in reference to it being a negative habit forming activity that occupies children's time instead of true physical activity. But the more I read on the subject - the more I believed that all disciplines should be tapping into the concept. It has been proven that "excitement" is addicting..not only pyschologically, but physically as well. The physical release of adrenaline, endorphines - dopamine promotes that feeling of well-being and thrill that all humans crave. The psychological addiction is that escape of life.. A virtual life is better than a real one. I can see that this is a basic selling point of Second Life...come join us and meet the man of your life??? ( husband #2???) Meet others - go to exciting places, etc. etc. The same is true of gaming..it takes us to exciting places..it allows us to do what we never dreamed we could do. So there why not tap into the concept. JASPER seems to do that..Dance Revolution seems to do that..Zoo Tycoon seems to do that.
We have a product to sell...so we had better reach our audience - or they are not going to buy into it. Not all gaming appeals to everyone...but you find the interest and you can build around it.
I must share that I have seen students addictive to reading..but again they are reading what interests them...
You know of many people that are addicted to exercise...when they are doing something they are interested in. Instructional designers will have to keep up with the growing array of "interests" to hook our learners...and see them expand.
I am a perfect example. I read something, which leads me to something else...which leads me to another site...the possibilities here are endless...and before I know it I look at the clock and I have spent four hours just surfing and learning. The quest actually becomes addictive! So we need to make the quest for reading...math...history...interesting and addicting..by tapping into "INTERESTS." Interest breeds excitement...that does lead to addiction.. Designers will have to consider the ENDLESS variety and complexity of personal choices. I guess that is why there are games that are so diverse for our diverse learners who have diverse interests. Perhaps designers will become specialists in an area...let's say physcial education for example. They will take their expertise..that they learned because they were addicted to the subject matter...and design in that area of content. I do not think that one instructional designer could be successful in every subject matter. Specialization will spur it onto excellence. If you have passion - it generates motivation and excitement...which catches others "INTEREST"...to try. Learning is like a smorgasboard...learners will be excited to try something (some they will like - others they will not), but eventually they will find that "thing " that excites them enough to continue pursuit. Just some random thoughts.
I think gaming is an excellent idea way of learning. I use solitare to help my students learn how to use the mouse on a computer. It is great for adults that have no computer experience. My grandchildren play Wii all the time. It has helped them with their hand/eye coordination, following directions and word recognition. I can see how gaming would help in learning for everyone. I love to play games on the computer. Instructional designers will have to keep their game shoes on and keep up to be able to use this concept in learning.
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