Digital games in education

Hate them or love them, digital games are here for the long haul. It is easy to dismiss these games as distractions, particularly when evidence has shown that some children even exhibit addictive behavior towards 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 when today’s world is omnipresent with technology and interconnectivity – our children are growing up with iPads, smartphones, and notepads!

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

The tools necessary for success in life are not limited to just reading, writing, and arithmetic, but go further to include areas such as problem solving, collaboration, and communication skills that employers are looking for. These skills are also necessary for success 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 it a potential area as “educational entertainment”, content with a high degree of educational and entertainment value. The benefits of having such games to support student learning have been investigated and include:

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

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

Types of platforms and digital games

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 play (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 need to invest time and money in developing a good personalized digital game that is tailored to 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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