Over the past few weeks we’ve been discussing both the benefits and weaknesses of gaming. For the most part, many of the problems that are seen in regards to gaming are confined to Massively Multiplayer Online Role Playing Games (MMORPGs) while the benefits of gaming are found in educational games and those oriented toward social change, though benefits are also found in MMORPGs to a degree. As research shows, educational games have an impact on traditional students and an even larger one on students that have fallen behind their peers. Students also experience an increase in their comfort level with technology as they use computers. By preparing students intellectually and helping to decrease the digital divide that exists because of differential access to technology, use of computer games as educational tools in the classroom should be increased.
The digital divide is the gap that exists between people with access to computers and technology in general and those without access to it. This is particularly detrimental to students are moving into university life or into the work world that lack basic computer skills. By bringing more computers into schools and encouraging students to utilize them for educational purposes, students are more comfortable with technology and thus more likely to experiment with computer use outside of gaming programs. When students are not afraid of computers, they are much more able to find solutions for computer problems as they arise. This prepares them for life in the professional or academic worlds which are becoming almost completely dependent on technology and computers.
Lastly, there must be an increase in the number of games being produced for educational purposes. Unsurprisingly, there are not a large number of educational game designers because the market for educational games is relatively small. By introducing gaming in to public school curriculum, the market would expand dramatically and innovation would come to the educational software field. The government could also offer grants to designers that focus on creating effective educational games to spur the industry along.
By increasing the use of educational games in the classroom, students would benefit intellectually in the short term and in the long run by exposing them to technology and thus improving their general computer skills. There are some problems with the idea of introducing computers and educational games into classrooms. What are some of the issues? Do you think that you as a student would learn more efficiently using a computer? Will we ever reach the point where a teacher is obsolete?