With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the young. Using a survey, this study examined the use of games and simulations in schools. The study was designed to shed light on the use of gaming activities in learning, perception of adoption and use, and problems encountered in teachers' attempts to adopt games. Factors related to teaching level, experience, and subject were also analyzed for possible influence on teachers' perceptions of gamerelated learning.
Both simulation and Asia are vast areas. How does one, then, put these two together? Simulation will, of course, be familiar to readers of this journal. CHESS and GO notwithstanding, simulation has traditionally been confined to the West-a relative term, if ever there was one, and one that has been imbued with absolute value. We-Gee Kin and David-first met many years ago in Japan at the first ISAGA/ JASAG conference in 1991. It became immediately apparent to both of us that simulation was being used more and more widely in Asia, and its use has become even more widespread in the intervening years. David later had the opportunity to work at the National University of Singapore, where (with Wong Pei Yuen) we created SGX (http://sg.comp.nus.edu.sg/), a Web-mediated information clearinghouse for resources in simulation and gaming. This directory service invites active participation of experts, and we welcome your contribution. From this fruitful collaboration, we also developed the idea that perhaps there were particular traits of Asian and of Western culture and thinking that would allow us to distinguish between the two. This is what we said in our original CFP: Although simulation/gaming practice, theory and research have probably developed more explicitly in Europe and North America than in most Asian contexts, authors (especially, non-Asians) should avoid any assumption that the norm for simulation/gaming is the western (mainly America-European) model, and that other simulation/gaming methods, uses and approaches are to be seen as "different from" this western model. We still adhere to the idea that we must avoid the easy assumption that somehow the Euro-American model is the norm, however much the two continents impose their standards on the rest of the world. In the area of education, and particularly in simulation, we note some deep differences not only between Europe and the United States, but also between the Euro-American model and the Asian model. These differences can be seen in areas such as teacher-student hierarchy, attitudes to diversity, notions regarding participation, readiness of self-disclosure, and approaches to learning and fun. Now that we have actually gathered several papers in this symposium on Asian aspects of simulation, the question remains just as open as it was when we first started. Are there any real differences? Perhaps that is not even the right question to ask. The papers here do, nevertheless, provide elements that will provide an impetus for further research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.