Proponents of digital game-based learning seem to think so. According to the article “Gaming In Education” by Wylie Wong featured in EDTECH magazine, educators from the University of Minnesota have created a computer game that allows students to hone their journalistic techniques by simulating reporters covering a disaster. The game was designed to be not only entertaining but also an informative, interactive experience that would engage the student’s interest. Similarly, in North Carolina an economics professor offers an entire course based on a computer game which he invented to teach microeconomics. The class is quickly growing in popularity, although some students still complain that doing homework is no fun, regardless of the presentation.
As a lifelong devotee of video games, I can only wholeheartedly endorse the efforts being made to embrace games as a valid form of learning. While I agree that some games can be mind-numbing, repetitive and wholly unsuited to any academic endeavor, I believe that computer and video games have a lot of untapped potential to inspire learners. Monopoly, Risk, chess, and checkers are all examples of games that are socially accepted as being able to teach strategy; why should computer or console-based games be any different?
Electronic games carry such a stigma because the older generation fails to understand or fully appreciate the potential of digital-based games due to their own unfamiliarity with technology. I’ll concede that the games most popular with youth tend to be very adult-oriented in content which (perhaps rightly so!) scares adults into thinking their children will grow up to be psychopathic murderers; however, like anything in life, there will always be potential abuses. What we need is some more open-minded investigation of the educational potential of game-based learning. If the market for educational games increases, more and more games will be developed to satisfy intellectual needs in addition to the desire to kill twelve zombies with a chainsaw.
Look, no matter whether you agree with me or not, it won’t change the fact that people like to have fun. Naturally, a student is more inclined to learn material that is presented in a fun and engaging manner rather than listening to boring old Dr. Dullhammer drone on about different measures of elasticity. Students want to play; they want to interact with their environment. Most young animals learn about the world from exploring and playing with one another– why should humans be any different? Richard Van Eck from the University of North Dakota notes that “[r]esearchers have also pointed out that play is a primary socialization and learning mechanism common to all human cultures and many animal species. Lions do not learn to hunt through direct instruction but through modeling and play. Games, clearly, make use of the principle of play as an instructional strategy.”
The pedagogical process is outdated. People rarely enjoy being lectured at, and studies show that we are more likely to remember an enjoyable interactive experience rather than being spoken at for an hour or more. Requiring students to get involved in the process of their education not only engages their interest, but alsoteaches them important life skills. I hope that more and more interest will be generated regarding game-based learning so that we can reinvent education into a fresher, more exciting and relevant process.
Yes, folks, learning CAN be both educational and fun.
Wong, Wylie. “Gaming in Education”. EDTECH: Focus On Higher Education (May-June 2007)http://www.edtechmag.com/higher/may-june-2007/gaming-in-education.html
Van Eck, Richard. “Digital Game-Based Learning: It’s Not Just the Digital Natives Who Are Restless”. EDUCAUSE Review, vol. 41, no. 2 (March/April 2006): 16–30. http://connect.educause.edu/Library/EDUCAUSE+Review/DigitalGameBasedLearningI/40614