Digital games in education

Hate them or love them, digital games are here for the long haul. It’s easy to dismiss these games as distractions, especially when evidence has shown that some children even exhibit addictive behavior toward computer games (Harris, 2001). Since the first commercial computer game, Computer Space, in 1971, digital games now occupy a significant part of our children’s free time. However, they also play an increasingly important part of our culture, particularly as today’s world is ubiquitous with technology and interconnectivity: our children are growing up with iPads, smartphones, and notebooks!

Digital games can be a powerful platform to support student learning.

The tools necessary for success in life are not just limited to reading, writing and arithmetic, but go beyond and include areas such as problem solving, collaboration and communication, skills that employers are looking for. These skills are also necessary to be successful in games, as noted in 2005, when the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation brought together nearly 100 experts to consider ways to develop learning games. next generation.

Pros and cons of digital games in education

Many believe that digital games complement traditional classroom learning; some advocates have labeled this as a potential area as “educational entertainment”, content with a high degree of both educational and entertainment value. The benefits of having such games to support student learning have been researched and include:

  1. Helps the learning process. The learning process is a complex cognitive task that students require a lot of effort to face.
  2. Provides an interesting and stimulating environment.
  3. Increases motivation, retention, and performance (especially for students who find it hard to focus)

However, there are limitations to using this as a pedagogical tool. Many educators feel that for digital games to be engaging, they must be well designed and easily modified to match the curriculum. A well-designed educational game would need animation and gamification elements, including mini-games, bonus points, and a leaderboard. Such custom games would require a large investment of both time and money on the part of schools. Educators can purchase off-the-shelf educational games, but they may not meet the needs of the curriculum or the school.

Types of games and digital platforms

What is the best way to apply digital games in the classroom? Different genres of these types of games can be implemented depending on the learning outcomes. For example, strategy games can be used for projects that require critical analysis and collaboration. Simulation games, meanwhile, allow students to experience scenarios that would not otherwise be possible in the classroom environment, such as urban planning or science experiments in the absence of a laboratory. Technologies that can be used as pedagogical tools range from immersive user experience for role-playing (eg Augmented Reality, 3D, Kinect) to simpler platforms such as the iPad.

conclusion

Research has shown that digital games are effective in enhancing the learning and teaching experience in the classroom. But there are also limitations to its use. On the one hand, schools will be required to invest time and money in developing a good custom digital game that suits their needs. However, once this is overcome, the benefits are immense.

Reference:

Harris, J. (2001). The effects of computer games on young children: a review of the research.

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