Online Games are...

  • Online games refer to real-time games where players compete with one another on the internet platform
  • One such gaming platform is Massive Multi-player online games (MMOG) where thousands of people connected to the internet can engage in games simultaneously
  • Online games allow players to interact and chat with one another in the virtual world
  • (Arguably) It could enhance youths' communication skills but it is imperative that negative consequences like cyber theft and gaming addiction
  • Online spaces and video games provide alternate realities that appeal to youth today because they empower the youth and constantly provide them with new challenges to conquer
  • Used in the right way, they can help in a youth's development, such as promoting positive feelings, establishing (online) social relationships or even used as an outlet for aggression.
  • However, excessive online activities and gaming can lead to addiction, causing confusion in reality.

Source: The Offline Guide for the Online Generation

Benefits of Gaming

  • Developing thinking, planning, problem-solving and decision making skills
  • Developing visual information and eye-hand coordination
  • Improved social skills through interaction with others and development of social relationships online
  • Providing youths with an outlet for their pent-up emotions
  • Providing youths with an escape route from boredom and loneliness

Source: The Offline Guide for the Online Generation

Papers on gaming/virtual learning environments

  1. BBC. Learning Games Do Not Boost Results – BBC News 11-26-01
  2. Kafai, Yasmin. The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn UCLA K•I•D•S
  3. Keighly, Geoff. Millenium Gaming GameSpot, December 2000
  4. Kirriemuir, John. Video gaming, education and digital learning technologies: relevance and opportunities, lib magazine, February 2002.
  5. Lewis, David. Video Games 'Valid learning Tools' – BBC report of Sony Research by David Lewis
  6. MacFarlane, Angela. Video Games 'Stimulate Learning' – TEEM. BBC News 3-18-02
  7. Prensky, Marc. Digital Natives, Digital Immigrants ,On the Horizon, 9:5, Sept-Oct 2001
  8. Prensky, Marc. Do They REALLY Think Differently? On the Horizon, 9:6, Nov-Dec 2001
  9. Prensky, Marc. The Motivation of Gameplay On the Horizon, Vol 10, No 1
  10. Prensky, Marc. Not Only The Lonely: implications of "social" online activities for higher education On the Horizon, Vol 10, No 4
  11. Prensky, Marc. Open Collaboration On the Horizon, Vol 10, No 3
  12. Prensky, Marc. Simulations : Are They Games? From Digital Game-Based Learning
  13. Prensky, Marc. Types of Learning and Possible Game Styles Digital Game-Based Learning
  14. Prensky, Marc. Why Games Engage Us from Digital Game-Based Learning
  15. Prensky, Marc. Why NOT Simulation
  16. Sawyer, Ben. Serious Games: Improving Public Policy through Game-Based Learning and Simulation, Woodrow Wilson International Center for Scholars.
  17. Squire, Kurt. Games in Instructional Technology
  18. Travis, Alan. Zap! Go to the Top of the Class – Alan Travis, The Guardian 3-24-2001
  19. FutureLab - innovation in education: Teaching with Games
    - an Overview
    - Guidance for Educators
    - Presentation
    - Useful Game-related website

Games in Singapore Schools (as of July 2007)

From ICT Happenings & E-LiTe

  1. Young Game Designers from Yangzheng
  2. Constructionism at Play in Juying Primary: Computer Game Design for Learning
  3. Quest Atlantis at RV Pri
From LEAD ICT Schools (extracted from edu.MALL write-up by schools)
  1. Canberra Primary: Use of 3D learning environment for lower primary pupis to situate learning in meaningful contexts to achieve engaged learning. [SeedinIT ]
  2. Yio Chu Kang Secondary: Learning of Science using online gaming for all Secondary 1 pupils. [Capture Science Interactively]
  3. Ngee Ann Secondary: Social & Emotional Learning using simulation software and eLearning platform for all pupils.
  4. Victoria Junior College: Using online gaming to facilitate teaching of General Paper, H3 Chemistry and integrated programme electives with 20% of all pupils in the first year.
  5. Xingnan Primary: Problem-based learning through 3D virtual Maths trail where all P4 pupils will be involved to work on online activities (with some modelled after games) both individually and collaboratively. [MILES]
  6. River Valley High: Learning of Physics, Chemistry and Biology using 3D immersion technology for all Secondary 3 & 4 pupils.

From the edu.MALL