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Monday, September 15, 2014

Fact or Fiction?: Video Games Are the Future of Education - Scientific American

Fact or Fiction?: Video Games Are the Future of Education - Scientific American:



Fact or Fiction?: Video Games Are the Future of Education

Some educators swear by them as valuable high-tech teaching tools but little is known about their impact on learning


A student plays MinecraftEdu.

Courtesy of TeacherGaming LLC
As kids all across the U.S. head back to school, they’re being forced to spend less time in front of their favorite digital distractions. Or are they?
 
Video games are playing an increasing role in school curricula as teachers seek todeliver core lessons such as math and reading—not to mention new skills such as computer programming—in a format that holds their students’ interests. Some herald this gamification of education as the way of the future and a tool that allows students to take a more active role in learning as they develop the technology skills they need to succeed throughout their academic and professional careers.
 
Few would argue that video games can do it all in terms of education, says Scot Osterweil, a research director in Massachusetts Institute of Technology’s Comparative Media Studies program and creative director of the school’s Education Arcadeinitiative to explore how games can be used to promote learning. But games are a powerful learning tool when combined with other exploratory, hands-on activities and ongoing instruction from a teacher acting more as a coach than a lecturer, he adds.
 
Others, however, question whether a greater reliance on video games is in students’ best interests, indicating there is little proof that skillful game play translates into better test scores or broader cognitive development.
 
In the past decade schools have become preoccupied with meeting national Common Core standards, which dictate what students should be able to accomplish in English and mathematics at the end of each grade and use standardized testing as a way of tracking a student’s progress. Such demands are not conducive to creative teaching methods that incorporate video games, Osterweil acknowledges. He adds, however, that a growing backlash against the perceived overuse of standardized tests is starting to encourage creativity once again.
 
Gamestars
Testing fatigue, combined with more pervasive computer use in and out of the classroom and continued experimentation with games as learning tools, suggests that such video games will play a significant role in the future of education. The Quest to Learn public school in New York City offers a glimpse of how gaming is already transforming not just how students learn, but also what they learn. The teachers there have been using the principles of video game design to write their curriculum since the school opened its doors in 2009. This curriculum—organized into missions and quests—focuses on multifaceted challenges that may have more than one correct answer, Fact or Fiction?: Video Games Are the Future of Education - Scientific American: