The “Wikipedia issue” is a modern phenomenon that has teachers and role models all over the world scratching their heads, as more and more pupils are turning to the online encyclopaedia rather than more reliable sources. About the same percentage of teachers perceive technology as a positive addition to the classroom as they do as a potential disruption.
Although many agree that children’s overexposure to technology is causing them to become less able to think critically, many also believe that interactive media like video games and digital devices can drive youngsters to learn by appealing to a variety of senses at once.
Teachers are concerned that students’ attention spans are decreasing, but they keep finding new ways to incorporate technology into the classroom.
Young minds are predisposed to explore and learn about the world. They are naturally curious and ready to learn by exploring and experimenting before being taught conventional abilities like reading and writing.
The scientific method relies heavily on the use of experiments and careful observation. According to the National Standards for Science Education, “Science education should focus on helping students develop three unique forms of scientific knowledge and skill.
All students should be exposed to the fundamentals of the scientific process and taught to value science for what it is: a special human endeavour. Therefore, students should be taught the importance of scientific inquiry and the skills necessary to plan and carry out experiments to test hypotheses. Evidence suggests that this strategy greatly enhances students’ capacity to learn and retain new information “.
That’s why it’s so important to introduce children to science early on.
Digital games are more effective in capturing students’ attention and motivating them to study than more conventional teaching approaches. But some educators hold them responsible for children’ dwindling attention spans.
The article goes on to talk about the different kinds of games, how kids in the digital age interact with them, and how teachers might use video games as a teaching tool.
The New Generation and Video Games
As digital technology has progressed, so too have the subject matter options for video games. The technological terrain that today’s children must navigate is much more complex and demanding than that of their parents’ or grandparents’ generations, even just half a century ago.
One of the many significant changes in today’s society is the rising involvement of youngsters in digital gaming. The proliferation of electronic entertainment, the development of two-parent homes, and the scarcity of recreational facilities in many urban areas have all contributed to the normalisation of screen time for children.
According to a 2010 study by the CDC, just 20% of census blocks are situated within a half-mile of a block line. Furthermore, in today’s interconnected society, peer pressure plays a major role.
The market for video games played online is rapidly growing. Among today’s kids in the United kingdom, the popularity of video games has reached new heights. 97% of American teenagers say they play video games at least occasionally.
As a result, the market for video games in India has grown substantially in recent years. In light of this, teachers should think carefully about video games’ potential as a teaching tool. Additionally, educational institutions are inventing novel ways to implement technology that benefits students.
What, exactly, are these “Digital Games” that everyone keeps talking about?
The term “game” can mean different things to different people depending on their background and profession.
A game can be defined as a “system in which players participate in simulated conflict outlined by rules that culminates in a quantified conclusion.” Because of technical progress and digitalization, games are incorporating new features such as simulations, interaction, augmented reality, alternative reality, collective intelligence, and sensory stimulators including sound and visual effects. In addition to these advantages, digital games are typically portable and simple to access.
Puzzle games, role-playing games, and simulators are consistently among the most popular genres of online games. In a role-playing game, the player takes on the persona of a fictitious character, whose development from one encounter to the next is determined by the player’s choices.
Diablo III, Xenoblade, Final Fantasy XIII-2, and Mass Effect 3 are all examples of multiplayer role-playing games (RPGs), while Dungeons & Dragons is an example of a single-player RPG. Modern role-playing games, known as MMORPGs, feature hundreds or thousands of people interacting in a unified online world.
The worlds created for simulation games are designed to be as realistic as feasible. The end result will be a faithful recreation of the player’s decisions and emotions in a similar real-world situation.
Because of the individual learning and analysing opportunities they present, simulation games are increasingly in demand. Games like Live for Speed (LFS) and Need for Speed (NFS) have been available for quite some time, as has the popular Flight Simulator X.
The video game puzzle genre is distinguished by its focus on analysis and problem solving, with varying degrees of difficulty depending on the game in question. Simple puzzle games can be available in both physical and digital versions, and examples include crosswords and treasure hunts.
Interaction between players is a key feature of any digital game. Some games can only be completed with a group effort, while others can be discussed or analysed openly.
Despite claims that some games promote unnecessary violence, playing a well-designed game can boost mental speed by inspiring, engaging, and involving creative thought and ultimately leading to the creation of a meta-game, or a series of social interactions inspired and enhanced by the game itself or by the game’s effect on the player’s behaviour outside of it.
Integrating digital gaming into the school’s core curriculum can help kids grow and compete better.
When and When Not to Use Electronic Games in the Classroom
Both teachers and students will need to discover creative methods to use digital tools in the classroom if they are to satisfy the needs of the 21st century.
While the results should be beneficial to the students in terms of education and experience, this is not guaranteed if the application is incorrect, disorganised, or irrelevant.
Some disadvantages of playing digital games outside of school are listed below.
Electronic games have been under fire for some time now because of concerns that they teach children aggression and violence at a young age.
Anderson and Bushman found that young people who regularly engage in violent video game play are more likely to be aggressive in their thoughts, feelings, and actions, and less likely to be eager to help those in need (2001).
Many people are troubled by the trend toward normalising the use of weapons and the elevation of violent attitudes and ideals.
Addiction to video games is a real concern, especially among young people, who may spend less time exercising as a result.
Children’s obesity, as well as postural and skeletal problems, are thought to be exacerbated by the inactivity caused by digital games and other forms of online socialisation.
Teens who struggle with an addiction to video games are more likely to spend time alone. In children, excessive gaming has been related to a number of unfavourable effects, such as impulsiveness, depression, and anxiety.
Studies have shown that kids who spend a lot of time in front of the screen may develop attention problems.
Young people who regularly engage with some of the more violent and sexually explicit video games are at risk of having those games have a significant impact on their development.
Due in part to a lack of education in the area, parents’ concerns about their children’s exposure to harmful content online are on the rise.
Playing video games online is seen by many as a distraction that will keep children from achieving academic success. When students opt to spend their free time playing video games rather than completing coursework, their academic performance suffers.
Despite their bad name for encouraging violence and mayhem, digital games have been found to help kids learn skills, content, and vital “21st-century” skills.
Playing digital games can teach children many different things, from the content they encounter (such as science and history) to the skills they acquire (such as reading, writing, and arithmetic), to the ability to create artefacts (such as films and software code), to even the ability to think in systems (how changing one element affects relationships as a whole).
Below is a synopsis of some of the most compelling reasons why secondary schools should start using digital games as teaching tools.
Developing motor and sensory skills is a side effect of playing digital games, which involve precise hand-eye coordination. Enhanced sensory experience aids learning, according to Laird’s (1985) notion of sensory stimulation.
Although digital gaming has been shown to reduce focus over the long term, there is also substantial evidence that it can improve focus in the short term. Attention to detail, playing by the rules, and fast thinking are all crucial to winning at digital games. Playing complex video games can help kids develop skills like critical thinking and decision making.
Because they necessitate research into the event or the setting, or because they instruct players to recognise patterns, some games are good for improving memory and reasoning. When kids are forced to play by the rules, they develop an appreciation for order and structure.
It has long been acknowledged that online multiplayer fortnite gaming bradford promote healthy rivalry. Collaborative activities are another great way to enhance team spirit. Participants learn how to focus their energy effectively and collaborate with others to reach a common objective.
They train their players to view setbacks with dignity and to seek growth via trial and error. Computer games are a great method for youngsters with hyperactivity to channel their energy in a constructive way.
In addition, they serve to ease tension by providing an outlet for negative emotions. Young people can benefit from using their bodies in addition to their minds by playing Nintendo Wii boxing.
It would be impossible to overestimate the positive effects on one’s brain of playing complex digital games, which require players to multitask at an extremely high level. According to the cognitive theory of learning, multitasking is an inherent brain activity, and challenges of varying degrees encourage deeper understanding.
The analytical and responsive skills of children who frequently participate in strategic digital gaming activities show substantial progress. The need to make plans for both the short term (earning points, keeping health) and the long term (advancing in the game) teaches players to think strategically (completing the game).
Some types of digital games, such as role-playing simulations and simulations that mirror real-world settings, are particularly well-suited to the educational and training needs of its players. Both the experiencial learning and the action learning theories rest on the premise that students are most successful when given real-world tasks to complete.