Kurt Squire brought up an interesting topic in his article
“From Content to Context: Videogames as Designed Experience.” He talks about
how teachers and professors in today’s society should embrace video games as a
learning tool. I agree wholeheartedly considering the plethora of potential
possibilities that can be created on these platforms. Teachers can easily
monitor video games in a classroom, making them a good creative outlet that can
be both structured and secure. According to research by the NPD group, 91% of
kids age 2-17 are playing video games as of October 2011. Taking this statistic
into account, why not take advantage of this “new” medium and implement
educational games into the curriculum?
While researching how
video games are changing the education system, I came across an infographic
that explains just that: http://www.onlinecolleges.net/2011/08/25/how-video-games-are-changing-education/.
There is one section in the infographic that shows how video games, computer
games, and apple devices apps can teach literacy, science, geography, logic and
history, as well as creativity, mathematics and communication. Some games, such
as Super Brain Tease, Dr. Seuss’s ABC and Math Bingo are more obvious
educational games, while games such as Drawn to Life, Angry Birds and SimCity
may not immediately come to mind when thinking about education. The chart also
includes the game Civilization III, which Squire discussed in his article,
saying that although the game may not have been initially designed as an
educational game, it can be used for educational purposes in reference to how
civilizations are started and maintained. That being said, many games can be
analyzed in this matter and given an educational quality or element that would
make them beneficial for students to play rather than being a distraction or a
waste of time, as some parents or teachers might see them.
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