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Really Good News About Your
Children’s Video Games
by:
Marc Prensky
Research
published by University of Rochester neuroscientists C. Shawn Green
and Daphne Bavelier has grabbed national attention for suggesting
that playing “action” video and computer games has positive effects
– enhancing student’s visual selective attention. But that finding
is just one small part of a more important message that all parents
and educators need to hear: video games are not the enemy, but the
best opportunity we have to engage our kids in real learning.
Any observer knows that the attitude of today’s children to video
and computer games is the very opposite of the attitude that most of
them have toward school. The amount of time they spend playing
computer and video games – estimated at 10,000 hours by the time
they are twenty-one, often in multi-hour bursts – belies the “short
attention span” criticism of educators. And while years ago the
group attracted to video and computer games was almost entirely
adolescent boys, it is now increasingly girls and all children of
all ages and social groups. One would be hard-pressed today to find
a kid in America who doesn’t play computer or video games of one
sort or another.
The evidence is quickly mounting that our “Digital Native”
children’s brains are changing to accommodate these new technologies
with which they spend so much time. Not only are they better at
spreading their attention over a wide range of events, as Green and
Bavelier report, but they are better at parallel processing, taking
in information more quickly (at “twitchspeed”), understanding
multimedia, and collaborating over networks.
What attracts and “glues” kids to today’s video and computer games
is neither the violence, or even the surface subject matter, but
rather the learning the games provide. Kids, like and all humans,
love to learn when it isn’t forced on them. Modern computer and
video games provide learning opportunities every second, or fraction
thereof.
On the surface, kids learn to do things – to fly airplanes, to drive
fast cars, to be theme park operators, war fighters, civilization
builders and veterinarians. But on deeper levels they learn
infinitely more: to take in information from many sources and make
decisions quickly; to deduce a game’s rules from playing rather than
by being told; to create strategies for overcoming obstacles; to
understand complex systems through experimentation. And,
increasingly, they learn to collaborate with others. Many adults are
not aware that games have long ago passed out of the single-player
isolation shell imposed by lack of networking, and have gone back to
being the social medium they have always been – on a worldwide
scale. Massively Multiplayer games such as EverQuest now have
hundreds of thousands of people playing simultaneously,
collaborating nightly in clans and guilds.
Today’s game-playing kid enters the first grade able to do and
understand so many complex things – from building, to flying, to
reasoning – that the curriculum they are given feel like they are
being handed depressants. And it gets worse as the students
progress. Their “Digital Immigrant” teachers know so little about
the digital world of their charges – from online gaming to
exchanging, sharing, meeting, evaluating, coordinating, programming,
searching, customizing and socializing, that it is often impossible
for them to design learning in the language and speed their students
need and relish, despite their best efforts.
An emerging coalition of academics, writers, foundations, game
designers, companies like Microsoft and, increasingly, the U.S.
Military is working to make parents and educators aware of the
enormous potential for learning contained in the gaming medium.
While “edutainment,” may work for pre-schoolers, it is primitive
when it comes to the enormous sophistication of today’s games. We
need new and better learning games, and these are finally beginning
to appear. Microsoft has sponsored a “Games-to-Teach” project at MIT
which is building games for learning difficult concepts in physics
and environmental science on the X-Box and Pocket PC. Lucas Games
has lesson plans to help teachers integrate its games into curricula
to teach critical thinking. A UK study by TEEM (Teachers Evaluating
Educational Multimedia) has shown that certain games can help
youngsters to learn logical thinking and computer literacy. Given
the almost perfect overlap between the profiles of gamers and
military recruits, the US Military uses over 50 different video and
computer games to teach everything from doctrine, to strategy and
tactics. “America’s Army, Operations,” a recruiting game released
for free in 2002, now has almost 2 million registered users, with
almost a million having completed virtual basic training.
Academic research into the positive effects of games on learning,
which not so long ago sat unread on the shelf, is being noticed by
national media. Theoretical and practical guides such as “What Video
Games Have To Teach Us About Learning And Literacy” by Professor of
Education James Paul Gee, and my own “Digital Game-Based Learning,”
are now on bookshelves. Experts, such as former Stanford CFO William
Massey, who created the learning game “Virtual U.” are working with
game designers to build games that communicate their knowledge and
experience. Foundations like Sloan, Markle and others are funding
these efforts. The Woodrow Wilson school has begun a project called
“Serious Games” to increase the use of gaming in public policy
debates, picking up an effort that begin 10 years ago with “Sim
Health” from Maxis.
Yet despite all the findings, research, and cries for help from the
kids in school, many parents and educators still tend to think of
video and computer games as frivolous at best and harmful at worst.
The press often encourages this with headlines about “killing games”
when in fact two thirds of the games are rated “E (everybody),” and
sixteen of the top 20 sellers are rated either “E” or “T (teen)”. To
counteract this “name prejudice,” users and funders of today’s “new”
educational games often refer to them by “code” names, such as
“Desktop Simulators,” “Synthetic Environments,” or “Immersive
Interactive Experiences.”
Yet what these new, highly effective learning tools really are a
combination of the most compelling and interactive design elements
of the best video and computer games with specific curricular
content. The tricky part is doing this in ways that capture, rather
than lose, the learner’s interest and attention. We are now becoming
much better at this. The money and will is there to do it, and our
students are crying for it.
About The Author
Marc Prensky is an internationally acclaimed speaker, writer,
consultant, and designer in the critical areas of education and
learning. He is the author of Digital Game-Based Learning
(McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a
game-based learning company, and founder of The Digital Multiplier,
an organization dedicated to eliminating the digital divide in
learning worldwide. He is also the creator of the sites and . Marc
holds an MBA from Harvard and a Masters in Teaching from Yale. More
of his writings can be found at . More of Marc’s writings on the
positive effects of video games can be found at
www.marcprensky.com/writing/default.asp.
marc@games2train.com
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