Since 2012, we have been studying Dota 2 and its impacts on cognition and other skills. This work has gone across a number of studies, formats and tournaments, and now we are sharing out what we have learned.
In this study we evaluated a novel approach for examining the link between gaming expertise and cognitive skills, and the value of recruiting and running participants at a MOBA gaming tournament.
In 2012, we began examining the video game Dota 2 to see if players of high expertise thought differently about the game than novices and to better understand the cognitive impacts of video game skill.
One of the very first programs we ran was focused on a group of 5 female teens and their drive to try new things. Along with foundry10, the girls tried out a number of new and unusual activities ranging from skateboarding to blacksmithing to paintball.
In the summer of 2015, foundry10 partnered with the Shoreline School District to offer the dramatic arts as part of a summer intervention for incoming third grade students testing below average in reading.
In summer 2016, we took our knowledge and skillset in dramatic arts to the International Conference on Imagination and Education.
Throughout our work with automotive technology, we have been studying how the students respond to the subject, and seek to answer our three critical questions for the program.
We were fortunate enough to be accepted to speak about our VR Pilot Program at Unity’s Vision Summit in early 2016. Below you can find the video of our talk.
Introducing advanced technology into a classroom requires thoughtful planning and implementation, especially with something as personally impactful as virtual reality.