Sunday, 8 March 2009

Do video games foster intelligence?

When reading about the Herz system of classifying video games, I thought of how each of these classification fits into one (or more) intelligence of the player. This break down can help us realize that video games can readily enhance intelligence, and the application of this idea into education can indeed have positive outcomes.

This area is of particular interest for me because my literature review in the "Development of Educational Technology" course was based on the theory of multiple intelligences and how educational technology (including educational video games) easily and smoothly blend with human intelligence.

I will start by explaining the multiple intelligences, and then move to the game categories provided by the Herz system, and try to fit each with the intelligences it satisfies.

Theory of Multiple Intelligence

Harvard Professor Howard Gardner is the originator of the theory of Multiple Intelligence (MI). The theory is based on the concept of a mind being a collection of experiences and mental representations. The mind’s structure is continuously updated and adjusted as new information is entered, manipulated, and retained. This unique structure of the individual’s mind is what Gardner addresses when he proposes that all humans have varying degrees of the following intelligences:

-linguistic – strong oral and written skills

-logical-mathematical - focus on measurements, results, and tangible objects

-spatial – look up to artists and architects; visual and creative

-musical – ‘audio’ learners; focus on listening and creating patterns and rhythms

-bodily–kinesthetic – enjoy movement and manipulating their surroundings

-interpersonal – interactive learners ; enjoy talking and mingling with the society

-intrapersonal – self aware and self motivated

-naturalistic – always connecting nature with content

-existentialist – focus on the world as a whole and why things operate in the way they do

Individuals’ strengths vary in different intelligences, and being strong is one does not necessarily imply being strong (or weak) in another.

The Herz system categorization

-Action: shooting games and other games that are reaction based

-Adventure : games that require solving logical puzzles to progress through the game's virtual world.

-Fighting: games that include fighting an opponent or a computer-based character

-Puzzle: like Tetris

-Role-playing: games where the player assume the characteristic of a person or a creature

-Simulations: games that include recreation of a place or situation

-Sports: like football, basketball, etc

-Strategy: games where players may recreate historical battles or wars (army games)

I attempted to do the mapping between each game type and the intelligence it satisfies. There maybe some overlap, or conditions where certain intelligences should be added, but I believe this is satisfactory at the basic level.


Action-------->Bodily-kinesthetic
Adventure----->Logical-mathematical
Fighting------>Bodily-kinesthetic
Puzzle-------->Logical-mathematical, Linguistic
Role-playing-->Linguistic, interpersonal, intrapersonal
Simulation---->Spatial, existentialist
Sport--------->Bodily-kinesthetic, interpersonal
Strategy------>Logical-mathematical

Extensive research has been done which "indicates that certain types of popular computer games actually train people in critical business skill areas, such as risk taking, multitasking, and leadership.These are all related to the personal intelligences" (James 2006). Furthermore, many college students have developed high proficiency in computer games, and bringing out the gaming skills of the students by including games in their education may help them develop in the area of intrapersonal intelligence. Also, interpersonal intelligence can be developed with all game categories that include more than one player.

All in all, the break down of the intelligences into the categories proposed by Gardner provides us with a different way of evaluating the importance of games in developing the brain. This realization can be used as a guideline for incorporating video games inside the classroom.

Sources:

Ceangal, John Kirriemuir and McFarlane, Angela (2004): "Literature Review in Games and Learning".

McCoog, Ian J (Sept-Oct 2007): "Integrated Instruction: Multiple Intelligences and Technology", The Clearing House 81/1, pp. 25 - 28.

Muncy, James A. (2006): "Implications of Contemporary Intelligence Theories to Marketing Education", Journal of Education for Business pp 301-306

Weiss, Ruth Palombo (Sept 2000): "Howard Gardner Talks about Technology", Training & Development 54/9 pp. 52-56.

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