Volume 7 Number 3 March 25, 2008
 
 

Gaming Belongs in Education

If you heard the term "digital native," what would come to mind? Images of kids playing computer games with flashy graphics and sound effects? Has the thought of using games as a learning tool entered your mind? Do you believe using a computer or video game as a teaching tool is plausible? The answer is yes.

Let's consider today's students. Classrooms are filled with kids who are accustomed to technology, computers, video games, and hand-held technologies.

We have a generation of learners who demand constant stimulation, engagement, and entertainment.

Students are being raised in a completely different cultural environment than past generations, and educational games are more plausible than ever. Learners desire a new way of learning, one that includes a more interactive style of teaching and learning.

Gaming to Learn

Educational games are a powerful tool when used properly and in the right setting. Games allow students to create and manipulate systems and problems within certain parameters and without the normal constraints of time and space. And, they are interesting, motivate students to learn, and are usually downright fun.

Simulations and games allows teachers to present a serious educational topic while engaging students in the process of "turning ideas on their sides." It all comes together as serious learning that can push the boundaries of normal teaching practice. Educational games are well worth the rewards they bring.

Several studies have been conducted about the value of games in education. One such report—the Federation of American Scientists report, Harnessing the power of video games for learning—cites that games and simulations can serve as powerful "hands-on" tools for teaching practical and technical skills. Today's students, who have grown-up with digital technology and video games, are especially poised to take advantage of the benefits of educational games.

PLATO Learning is already harnessing the power of games for teaching and learning. Straight Curve® Mathematics was designed to include games for focused practice that builds automaticity with math skills. By design, these engaging games encourage students to return again and again to improve their math scores or time on basic math skills. To review a Straight Curve Mathematics game created by PLATO Learning, click here.

The use of educational games is plausible for today's students. Games are an appealing learning tool for them, and educational games can be easily integrated with other classroom activities. Why not give a generation of learners, who are accustomed to a visual and entertaining learning style, the tools they wish to learn with—educational games.

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