Below is a clever and enjoyable video from AsapScience, about how the brain works in relation to systems the author dubs, “Fast Thinking” and “Slow Thinking.” You might think about these as instinctive vs. conscious thought.
As you watch the video and engage in the exercises, you will probably see implications for teaching and learning. We wonder, how often we do plan lessons assuming we’ll engage students’ “slow thinking” brain, but inadvertently engage the “fast thinking” brain? Or when might we fail to consider how one activity may in fact “blind” students to subtle variables that are in fact very important?
Either way, you can learn more about these systems in the book, “Thinking Fast and Slow” by Daniel Kahneman.
As with most things, “gaming” (or being engaged in video games) has both positives and negatives when it comes to developing minds. Too much gaming, and the positive effects are overshadowed by the negative.
Yet, the right balance can add another avenue for pursuing educational goals and achievement. As a result, more and more programs are using gaming to reach and teach students in ways they never could before. Therapy programs, schools, and even research scientists have all benefitted from the strategic use of games to increase successes.
Below is an infographic from Online Universities looking at the brain on games. What do you think? How have you used games in your work with students? What might we need to be cautious of in incorporating gaming in our learning environments? Share your thoughts and any resources you find valuable in the comments.
Image: Online University