The “Wikipedia problem” which means children turning to internet for readymade answers is the modern phenomenon confusing teachers and counselors globally. There are almost equal amounts of teachers who consider technology to be a solution as much as a problem. While a common belief is that technology inflatable assault course hire is effecting the students’ capacity to trust and analyze, may strong opinion in favor of video games and digital gadgets’ capability engage students and enhance learning by using more than one sensory stimulators. In spite of the growing concern about the students’ deteriorating attention covers, institutions are incorporating them in the process of educational setting learning.
Children are inherently inquisitive creatures. They have a curiosity to discover new things and learn by way of discovering and experimenting even before they are subjected to methods of formal education such as reading or writing. Science is a discipline of experiments and breakthrough discoveries. The National Science Education Standards emphasize that “science education needs to give students three kinds of scientific skills and understandings. Students need to learn the principles and concepts of science, buy the reasoning and procedural skills of scientists, and understand the character of science as a particular form of human endeavor. Students therefore need to be able to prepare and carry out investigations that test their ideas, and they need to understand why such investigations are slightly powerful. Studies show that students are much more likely to understand and retain the concepts that they’ve learned this way inch. Hence, it becomes imperative to engage children in science education at a first stage.
Digital games are more capable to gain students’ interests and attention than other conventional means of imparting education in a educational setting. However, some educationists also regard them as culprits of exponential decline in the attention span in children. The next sections in this article discuss the involvement of children in games in the tech age, types of games out there and the impact of digital gaming as learning aids in classes.
Gaming and the Modern Kids
Digital technology has expanded the horizons of games in the modern world. Kids are subjected to far more complex and challenging technological environment than their counterparts were from over half a century back. Involvement of kids in digital gaming is because of many significant changes in the lifestyle and culture of the modern society. Easy accessibility of technology, dispensable income due to dual income families and lack of structure for outdoor activities in many cities are some major contributors in making screen games an important section of the children’s’ lives. A process of research by Centers for Disease Control and Prevention (2010) found that only 20 percent of the census blocks are within half a kilometer of a block boundary. Also, the effect of expert pressure cannot be undermined in this period of social networking.
The digital gaming market is one of the fastest growing messages of the global entertainment industry. US is witnessing freakish penetration of digital games amongst youngsters. In the us, 97% of the teens play a game on a regular basis. In The indian subcontinent, the gaming market has grown manifold within the last few years. Hence, it is imperative that educationists are continuously contemplating the use of digital gaming as a learning tool in classes. Institutions are also employing innovative ways to leverage the digital advantage for enhancing the training experience at schools.
What are Digital Games?
There is no concrete definition of games as it may vary with an individual’s preference and profession. Games can be defined as a “system in which players engage in artificial conflict, defined by rules, which result in a quantifiable outcome”. Technology and digitization add new dimensions to games where simulations, interactivity, augmented reality, alternative reality, collective intelligence and sensory stimulators such as sound and visual effects. Digital games are also characterized by their portability and limitless accessibility.
Role-playing games, simulation games and vague ideas are the most popular digital games. In role-playing games, the golfer enacts the role of a particular character in a virtual world moving from one level to the other based on the results of the earlier level. RPGs can be single player such as the dungeons and dragons from earlier days of gaming or multi-player games such as Diablo III, Xenoblade, Final Fantasy XIII-2 or Mass Effect 3. MMOG or the Massive Multiple Online Role-Playing Games are an ext of the RPGs where large number of players interacts in an online virtual world. Simulation games create realistic situations in virtual planets. End result will depend on the player’s decision-making and responsiveness and you will be closely similar to what may happen in a real life in the same situation. Widely used in training and analysis, simulation games are also popular greatly assist volatile and personalized outcomes. Flight Simulator X, Live for Speed (LFS) and Need for Speed have been extremely popular simulation games for a long time. Vague ideas category of digital games involves problem handling and analysis with varying degrees of difficulty depending on the nature of the game. Crosswords and treasure hunt games are basic forms of challenge games in both physical and digital form.
Differing types of digital games involve a social involvement of players. Some need collaborative efforts to play while others may be discussed or analyzed socially. In spite of some games being accused of outright chaotic visual effects, a well-designed game can accelerate the thinking process by motivating, engaging, involving creativity and developing a meta-game i. e., social interactions inspired and enhanced inside or outside of the game. Incorporating digital gaming in the basic education framework can lead to augmented competitiveness and multi-dimensional growth in children.
Digital Games in Science Education — Why and Why not?
The 21st century requires the counselors and the students to integrate technology into the resume. Though the ultimate goal is to benefit the students in terms of learning and experience, unsupervised, unorganized or unrelated application can lead to complete failure or have unwanted side effects. Some of the negative impacts of digital games in general and in context with the education are listed below:
Digital games have been facing constant rebuke for allegedly enhancing aggression amongst kids and developing a chaotic streak at a first stage. In a study by Anderson and Bushman (2001), Children involved in chaotic video games are more inclined to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping. Use of firearms and being treated for being chaotic is a cause of widespread concern.
Digital games can be paralyzing for children and make them physically exercise-free. Digital games, other than social networking, are believed to be for reduced physical activity leading to obesity in kids and postural and skeletal disorders.
Being addicted games is also known to make kids socially secluded. Impulsive behavior, depression and increased anxiety levels are largely attributed to excessive gaming in children. Some studies also claim that your children playing games are unable to concentrate for a long span and have reduced attention span.