Approach |
Characteristics |
Accolatory | unresearched presuppositions and prejudicesadvocacy viewpoints
unsubstantiated claims little critical analysis of practices disinterest and disregard for known quantifiable data |
Dismissive
|
dismissive of computer technologyclaims that computers are “… intrusion, disturbances in the education process, and prone to unintended consequences”
view teachers and students as being unduly hampered by the new technology
|
Mechanistic | has learning founded in rapid task activity pointsdownplays the role of human involvement
see the machine as the essential element and education conveyor |
General Effects | similar to the mechanistic approachdraws from the common environment and group viewpoint
reflects group-think |
Technological Literacy | defaults to technologytechnological apparatus are first choice to commence and conclude particular tasks
uses lessons that are sequential and are developed with large amounts of technology utilization holds a general view that it is all very progressive. uses technology before exploring the range of options available for the lesson being developed |
Contextual
|
defines the use of technology in the confines and restraints of a learning environment.reflects on the critical needs and/or objectives of the instruction |
Evaluative
|
desires to understand the reasons for applying a particular procedure, software or testestablishes whether there is any statistically significance difference when a technology is used |
Article Analysis: Action video game modifies visual selective attention.
GREEN, C S, AND BAVELIER, D., 2003
In 2003, research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier suggested that playing action video and computer games has a positive effect of enhancing students’ visual selective attention.
Green and Bavelier’s research was quantitative. Four experiments established changes in different aspects of visual attention in habitual video game players as compared with non-video game players. In a fifth experiment, non-players trained on an action video game showed marked improvement from their pre-training abilities, thereby establishing the role of playing in this effect.
Research question: Does the pressure to act rapidly on several visual items, which is inherent to most action games, alters the ability to process items over time, particularly the ability to avoid “bottlenecks” of attention that often occurs in temporal processing ?
Participants: All males, between 18 to 23 years old
Experimental Group: the video game players (VGPs) had played action video games on at least 4 days per week for a minimum of 1h per day for the previous 6 months.
Control group: the non-video game players (NVGPs) had little and preferentially no video games usage in the past 6 months
Results: Video game players (VGPs) were found to outperform non-video game players (NVGPs) on three tasks of selective attention:
- the localization of an eccentric target among distractors
- the number of visual items they could apprehend at once
- the fast temporal processing of visual information
The emphasis on the statistically significant impact of video games on subjects clearly indicates that this is evaluative research. The authors discuss implications on the field of perceptual learning, showing some interest in the use of technology in the confines and restraints of a learning environment (a contextual approach) but they suggest that it is, “…for future studies of the effect of video-game practice to determine the relative contribution of these different factors to skill learning”. The fact that this research study focused on machine-human interaction and found the increase in skill learning to by primarily a result of rapid task activities, with in instructor present, this study could also be considered as mechanistic in approach.
Reference
GREEN, C S, AND BAVELIER, D. 2003. Action video game modifies visual selective attention. Nature 423 (2003), 534-537, Letters to Nature.http://www.bcs.rochester.edu/people/Daphne/GreenandBavelier.pdf