Sunday, 14 February 2016

Self-regulation and the Vice of Gaming

Adolescents play a lot of computer games in their teenage years and as the games have become very accessible to gamers so have they also reduced the number of hours spent in learning and in active education.

As part of the current essay I would like to show that the problem can be treated as an addiction and thus there are two things that can be done. First we could only diagnose people who have problems with gaming as such albeit indirectly. This is done by administering the self-regulation test. Secondly we could introduce a course where students learn to become conscious about how they feel during gaming. This has been shown to be twice as effective in another addiction therapy in helping people quit.
The possible third way would be to turn the syllabus into a game and let players play to their hearts content until they have mastered the topics. This however would be so difficult if we were to compete with the latest games all available freely as pirated software. Also most of the games that tend to be played are FPS and how could one turn knowledge and tests into an FPS. That would constitute a hard problem in game design though it has been tackled somewhat in one commercial release.
A self-regulation as an app for teenagers using the ASRI(Adolescent Self-Regulation Inventory) questions as a basis could be a good way to spot those who are not likely to do well at school. Studies have shown correlations with using drugs and other afflictions later in life.  So it can be used as part of the vetting process for entry to school. It can be also used as part of the monitoring system for children's progress and the ability to develop themselves.
 The app uses 36 questions and it indicates  three scales : overall, long-term and short-term self-regulation. "Self-regulated" describes a process of taking control of and evaluating one's own learning and behavior. Self regulation has 4 aspects:

Standards - of desirable behaviour
monitoring - of thoughts and emotions that precede breaking the standards;
motivation - to reach the standards; 
willpower - controlling the other urges.

Goal setting and planning and measuring your success are important aspects as well as not getting sidetracked by the things that more easily interest us, that includes social media and gaming.
I hope that the planned app would be of use in education in Estonia.


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