Sunday, November 13, 2005

Educators take serious look at Video Gaming

Two recent events, The Federation of American Scientists (FAS) Summit on Video Gaming and McKinley High School's "Be the Game" video-gaming summit, looked at the popularity of video games and what they can teach students.

The event attendees discussed the positive and negative aspects of gaming as well as game theory, the digital divide and the possibility that through the use of games test scores might rise.

"College students today spend 950 hours a year watching television; they spend 360 hours a year playing video games; they spend 126 hours in class, ...We are jealous of that 360 hours."

Educators have been skeptical of the purpose of videos games in school curriculum, but now they are thinking about harnessing the power of video games.

With the development of interactive technologies video games today range from simulations used in medicine, skills development for computer training, immersion in historical events, field trips to unknown worlds. These learning games can play an important role in the educational curriculum.

All students of this ‘connected generation’ can reap the rewards from hands-on, interactive games that engage them in their learning while developing critical thinking skills. Educators who are used to thinking ‘text-books’ are for learning now have an opportunity to utilize a new tool to create exciting learning games!

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