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Paul McNamara

Most kids want educational video games in school, survey shows. ... So?

File under easier said than done

By Paul McNamara on Wed, 04/09/08 - 1:15pm.

Of course they do, I hear you saying, eyes rolling. Most any parent who has struggled to tear a child away from a video game will cringe and/or guffaw at the notion of schools actually using such games to teach serious academics.

Either reaction is a perfectly understandable, although perhaps shortsighted.

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The survey, which covers a swath of issues relating to technology and K-12 education, was conducted over the course of 2007 by Project Tomorrow.

Among the survey findings:

  • More than half of students in grades 3 through 12 believe educational gaming would help them learn;
  • Only 16% of teachers, 15% of administrators and 19% of parents are on board today -- although there was significantly more support for further exploration of the potential;
  • And, 11% of teachers say they're already using video games in class, no matter how much you roll your eyes.

Then there was this little nugget, which may explain better than any other data point why this topic is even being discussed: Only 3% of elementary school students say they do not play video games of any kind.

Students surveyed say learning via video games would help them better understand difficult concepts, become more engaged in the subject matter and practice skills.

There's no mention of the games being fun, but that goes without saying.

This story in eSchool News provides a largely positive look at the trend, including the use by three Florida counties of video games from Tabula Digita -- called DimensionM -- that are designed to assist in the learning of algebra.

DimensionM embeds pre-algebra lessons within a three-dimensional virtual setting, so students can learn mathematical concepts by completing missions, or lessons, in a game-based environment.

Students can play in a single-player format or a tournament-style format with students in their class, district, or around the world. The software also correlates with both NCTM and state standards.

"When I first saw the DimensionM product, I thought the graphics were incredible and the idea of making math practice a part of a video-game format was brilliant," said Melissa Young, district mathematics specialist for Orange County Public Schools. "As I've been working with the math teachers and students in recent weeks, I've realized why it works - because it gives kids a reason to want to learn math."

She continued, "We are witnessing a metamorphosis of sorts. Within the first few weeks, we saw students seeking assistance from their teachers before the scheduled time for math, so they could beat their friends. ... It's driving up math scores. When our students are experiencing success on the game, it transfers to success in the classroom."

Personally, I've never used a gaming console and have spent maybe an hour or two playing the games online that so engage my three 6-year-olds. I'm 50; enough said.

Nevertheless, I can see the potential value here. My 6-year-old son Max has autism. Getting him to concentrate on any task for so much as a minute can be a challenge. But Max will play online video games -- with a remarkable level of concentration and skill -- for as long as his parents allow.

There's little doubt in my mind that educational video games could be an important part of Max's learning.

As for typical children, let's just say I'm wide open to the idea ... and hope the professional educators in my town will be so, too.

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they will evolve with or

0

they will evolve with or without your narrow minded limitations. i dont think so

Climb out of the box dmarti

0

I have to laugh at dmarti. He/she attempts to explain how limiting using education software would be, and then contradicts himself/herself by saying the computer is open-ended. If it's open-ended then you can make it do anything, including guide-driven educational software. Don't say the computer has no limits, and then put limits on it. Not too smart.

attempts to explain

0

as far i concern computer is open-ended. If it's open-ended then you can make it do anything, including guide-driven educational software.

Of course video games are

0

Of course video games are great for learning, but
its up to the parents to not PARENT their children
to not over indulge and take shit too seriously.

Everyone learns differently, and those who say
it's a bad thing are old-school ignorant and
not willing to adapt because they like their "safe-zone"

learns differently,

0

it's a bad thing are old-school ignorant and
not willing to adapt because they like their "safe-zone"

tux4kids

0

I've seen some pretty big benefits for my own kids in using educational software. Now I volunteer helping develop a free & open-source software package called "TuxMath" that gives elementary school kids a chance to practice their math facts in a fun way. There are also two other related packages, "TuxPaint," a free drawing program, and "TuxType," a free typing tutor. Even adults have been known to enjoy playing with these programs.

TuxPaint: www.tuxpaint.org
TuxMath & TuxType: www.tux4kids.com

aagreed

0

I volunteer helping develop a free & open-source software package called "TuxMath" that gives elementary school kids a chance to practice their math facts in a fun way. There are also two other related packages

Tuxpaint.org

0

yes it is helpful resource for kids great help thanks dear

Misunderstanding

0

Educational Video Games are almost always terrible, as are games made for kids. There is no way I could see this being handled well, though I do believe many games can teach children. Playing the God of War series and the new Tomb Raider games with my cousins (I'm 21, my older cousin is 16 and his little brother is 10) got them to learn about Greek Mythology - and that's the key. The best you can do is not teach per se, as that usually goes against creating compelling gameplay, but to interest gamers. Whenever we'd happen upon a boss battle in God of War, I'd be hit with a question such as, "Who was Perseus? Why is he here?" and then I'd answer as best I could - I'm decently versed in my Greek myths. And when I didn't know the answer, well, google has the answer. One of the levels in Tomb Raider Anniversary involves set pieces/trap rooms based on various myths, including one labeled as Damocles' trap, where swords fall from the ceiling and stab up through sections of the floor in a predetermined order. An awesome section, by the way. Point is, I was not familiar with the myth of Damocles beforehand, so after we got through this section, we hit up google and Wikipedia and learned about it in seconds. That's the key - education shouldn't be seperated from entertainment, and yet it shouldn't be confused for it either. Especially in these days, where you can learn about literally anything in seconds thanks to Google, all you need to do is expose this stuff to kids via the medium. And that is what I don't see happening in classrooms - I mean honestly, would any teacher bust out God of War to point out what the real Greek myths were? Or bust out Halo to point out where their naming conventions stem from (the protagonist is a 'Spartan' class soldier, one of the ships in that series is called 'Marathon' - as in the battle of Marathon, etc.)? I don't think so, but that's honestly where the learning should come from in my opinion. Too many ignorant parents who are afraid of Xbox 360's and whatnot, and simply do not play games with their kids, and keep buying them trash - I simply don't see this working for at least another 20 years. Hopefully the next generation of adults will be better prepared to do this kind of program justice...

Entertainment and education are a hard balance to achieve

0

It is clear that games could be educational, but the facts over the last 20 years are that games are seldom educational and fun at the same time. The balance has historically been very difficult to attain. Education has a scope and sequence that it wants to achieve in an efficient amount of time, while entertainment needs to challenge, reward, stimulate, and excite, with no real time parameters.
While the genre holds promise, it is hard to not consider that the successful entertainment games have been few (Oregon's Trail, Where in the World is Carmen Sandiego, etc...). While the challenge can be hurdled, I don't see this as the panacea that those who enjoy technology (as I do) might hope it is.

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