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Video games act as catalysts to boost kids' learning abilities

Video games act as catalysts to boost kids' learning abilities

Video games act as catalysts to boost kids' learning abilities

September 05, 2021

Originally Published Here

Summary

From my standpoint as a video game designer and scholar who specialises in game-based learning, I don't see a need to limit video game play among students during the school week.

Scholars such as James Paul Gee, a longtime literacy professor, have repeatedly shown that video games can be used to facilitate learning in the K-12 classroom.

The game came just before the video game industry was established with the 1972 release of the video game Pong, an electronic version of table tennis.

Even though educational video games have been used in classrooms for 50 years - and despite the fact that research shows educational games can be effective - they are not that common in classrooms today.

The late video game theorist and author Jesper Juul wrote in his book, "The Art of Failure," that losing in video games is part of what makes games so engaging.

Learning a complex three-dimensional matrix with 27,624 values is easily accomplished by middle school students playing the popular video game Pokemon.

Pokemon was not developed as an educational game, but its design principles - and those of other popular video games - could easily be used to design video games for classrooms that enhance their educational experience

Reference

Video games act as catalysts to boost kids' learning abilities. (2021, September 05). Retrieved November 02, 2021, from https://www.freepressjournal.in/lifestyle/video-games-act-as-catalysts-to-boost-kids-learning-abilities