| Edu-Games: More than just child's
play
| August 14, 2007
|
|
Created by : Prashant Kumar |
| |
|
Business Development Executive,
Emantras |
| |
|
|
| |
|
Reviewed by : Lavanya
Lahari |
| |
|
Project Manager, Emantras |
Living in the new millennium of the
“digital world”, we have witnessed
technology advancing with limitless boundaries. With
this constant state of flux and unstoppable growth,
knowledge transfer and learning, play key factors that
help to keep pace with the latest technical advances.
Therein arises an urgent need for nurturing young
minds using innovative ways. Gaming is one such arena
that has helped immensely to bring out these required
changes in the learning world.
The awareness in
game-based learning was initiated in the 1970’s.
The 80s saw Harvard professors asking whether
educational practice should be radically reconfigured
in the light of five-year-olds’ facility with
computer games. The 1990s saw the emergence of new
concepts in reference to the use of computer
games.
In the past year, the
new Dayton Technology Design High School created a
program focusing on video gaming. The school
administration successfully launched this innovative
program with about 100 students, and with 80 in the
"virtual game" track. This course included
concept design, building and possibly selling their
own video game. Similar to the Dayton Technology
Design High School, other institutes have begun to
realize the impact of these games and have started
implementing them as part of their coursework.
Bill Mackenty, a
computer lab teacher at Edgartown School near Cape Cod
feels that video games are not here to replace the
teachers but act as a supplement. For example, he
designed a new game based on the history of the
ancient Roman civilization. This generated a new form
interest in students and increased the knowledge
productivity curve drastically while providing a
strong support for the teaching facilities.
Video game producers
are sometimes blamed for the increased inactivity of
today's youth but at the other end of the spectrum, if
used wisely they are proven to aid with physical
activities as well. In early 2006, West Virginia
started using games to fight childhood obesity. State
and school officials there struck a partnership with
Redwood City's Konami Digital Entertainment Inc. to
use its “Dance Dance Revolution” in all of
its 765 public schools. The innovative plan, the first
statewide program to employ the dance video game, was
intended to attack West Virginia's youth obesity
problem. It built up a solid following among youth and
adults, who enjoy the game's fast pace, fun music and
sweat-inducing challenges.
With these examples
one can easily conclude that, video games, once
criticized as a waste of time for kids, are becoming
increasingly popular among teachers in such subject
areas as physical education, social studies, history
and many more, as a valuable tool.
With booming interest
in developing new strategies for attention problems
and knowledge transfer, the relationship between games
and education will mature and its partnership will
boost growth immensely in the near future.
|