Video Games and Learning
by Lauren Jones
Executive SUmmary/Abstract
Summary
Introduction
It is no secret that most children like to play video games as a means of entertainment.
Scientists and educators are still testing and learning about the effectiveness of video games for learning. Through this report I will seek to give a clear understanding of the current things that video game developers should be focusing on when it comes to games in a classroom environment. Currently in many schools educators are using video games to improve critical-thinking abilities and also to teach core subject material. The question comes into play if this is an effective or non effective way of introducing educational material to students. Many big name games such as Flap bird, World of Warcraft and Halo are being played by around 150 million Americans. The spread of the digital age and the use of apps on mobile devices has created an industry that made $61 billion globally in 2015. These facts should be important to parents and educators alike to understand the future of education through how kids interact and learn digitally. It is important as a culture that we not only cater to students interests but also to their learning styles. This is something that can be done through video games within the classroom as well as in the home. "Video games and learning. CQ Researcher"
Methods
Key words: Video games and learning, tangential learning through video games, facilitate education through video games
Video: used an education video to explore in a more in-depth look at topics presented
Images: used to represent data and add to the visual appeal
I used the library database EQ and kept track of my sources by creating a citation after typing out information
Results/Findings
Divide Between Entertainment and Learning
There seems to be a large divide between games for entertainment purposes and games for learning. Games that developers have created for learning are not as interactive in manner but more visual and try to hold the child's attention with graphics and characters rather then providing educational information within the game context itself. For example Math blaster seeks to educate children by throwing mathematical equations and creative solution techniques up on the screen rather then creating a story line to incorporate the equations and solutions. "Video Games and Learning. Youtube"
Recent data has been released revealing that 56 percent of parents say that video games are a positive part of their child's life and 68 percent of families with children under 18 have said that they play a vital role in mental simulation and education.(ESA). Based on this evidence one can conclude that video games are seen as a negative and positive thing in society today. Weather or not Video games can be used in the class room for learning is debatable among parents of young children.
Facilitating Learning Rather then Traditional Education
To facilitate learning rather then traditional education is an idea of learning based on things that you care for or are passionate about. A lot of children within classrooms care more about there precious Minecraft creation then what they are learning in their science class. This is an example of how the educational system today is teaching kids in a tradition way instead of an evolved digital way. Children's brains gravitate to what they enjoy most, educators should be teaching in ways that children want to learn in rather then forcing them to learn not only all in the same way but also in a way that is outdated and not geared towards there passions and inspirations. This triangle chart is based on a study conducted on different types of learning within the classroom and its effectiveness. "Video Games and Learning. YouTube."
There was a study conducted on seven to nine year olds and covered 25 sessions of video game set challenges that worked there memory to Facilitating Learning or "CogMed" approach. Researches examined if the children improved their memory skills including writing, reading and math would enhance if they played on a difficult rather then a less challenging one. ( Majority of parents)
Tangental Learning
Tangential Learning is learning something through being exposed to a topic. In this example tangential learning is self educating yourself through the context of a video game monologue. For example you can learn history through the video game Call of Duty and seek to want to know more about history through the game. This type of learning is currently not being used in the classroom but is being used within the gaming industry to teach not only children but adults history, math and literature. Due to more evolved technologies human brains must also evolve as well to be able to explain and explore the modern society that we live in. Teaching children by textbook alone is not effective enough in today's world.
"Video Games and Learning. YouTube."
One of the impacts of video games have been on students who do not respond well to traditional teaching methods. out of teachers surveyed said that the low-performing students generally benefit from the use of games and believe they have the ability to motivate special education students(ESA)
Discussion
Conclusion/Recommendations
Video games can be effective in the classroom and create a more evolved classroom atmosphere. A few things that can be done to achieve this is for teachers to introduce more computer games within their curriculum, parents should become more educated on the games and learning opportunities that their children have available in today's society, create district wide fairs and or events that focus on technology within the classroom and introduce children to educational learning games at an early age. The importance of using video games within classrooms comes down to the simple fact that as technology advances so should learning and education methods. Technology is consistently evolving and we should use it to benefit society. The combination of video gaming and education is how our next generation will continue to innovate and learn.
Video Games and Learning. Digital image. Pintrest. N.p., n.d. Web.
"Fact or Fiction?" Video Games Are the Future of Education. N.p., n.d. Web. 25 Apr. 2016.
"Majority of Parents Say Video Games Are A Positive Part of Kids' Lives - The Entertainment Software Association." The Entertainment Software Association. N.p., n.d. Web. 26 Apr. 2016.
Math Blaster. Digital image. N.p., n.d. Web
First Grade Learning Games. Digital image. N.p., n.d. Web.
"Video Games and Learning." YouTube. YouTube, 08 Sept. 2008. Web. 10 Apr. 2016.
"Video Games and Learning." CQ Researcher by CQ Press. N.p., n.d. Web. 10 Apr. 2016.