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Spring, 2005
 

Game Plan

They’re not just for entertainment anymore. video games are making their way into classrooms as an educational tool.

By Samuel Greengard

Remember Pong? In 1974, people in living rooms across America were transfixed by the hypnotic back…and…forth play of Atari’s first home video game. By the early 1980s, hundreds of titles had hit the market, including classic games such as Pac-Man, Donkey Kong and Centipede.

While no one could really sell us on the educational benefits of Pong or Pac-Man, today’s more sophisticated microprocessors mean the most advanced games offer photorealistic scenes and remarkably sophisticated logic. And while parents might complain about the amount of time their kids spend in front of the computer or Nintendo system, there’s good news: Kids who play these more complex and realistic video games are actually learning.

A growing number of researchers—and an expanding body of evidence—indicate that a few joysticks can go a long way toward building smarter kids. Games such as SimCity, Civilization, Railroad Tycoon and Age of Mythology extend beyond the flat earth of memorization and teach decision-making and analytical skills in immersive, virtual environments that resemble the real world.

Mind Games

“There is a strong undercurrent of opinion that video and computer games aren’t healthy for kids,” says James Paul Gee, a reading professor at the University of Wisconsin, Madison and author of What Video Games Have to Teach Us About Learning and Literacy. “But the reality is that many games are more than a form of entertainment; they are a very good tool for learning.”

At first glance, the appeal of a video game might seem simple enough. Incredible 3-D graphics and real-world scenarios create a place to escape and play. But Gee says that it’s really the underlying architecture that makes some games so engrossing and educational. As players work through challenges at various levels of play, they’re pushing their abilities to new limits.

Gee notes that in cognitive science, this scenario is known as the “regime of competence principle.” It results in a feeling of simultaneous pleasure and frustration. He argues that it’s an effective learning tool but one that schools typically shy away from. What’s more, players must constantly adapt and evolve. And, as psychologist Erik Erikson pointed out nearly 50 years ago, it creates a “psychosocial moratorium.” In other words, participants can explore dangerous concepts and frightening situations without facing any real consequences.

For example, the wildly popular SimCity simulates the look and feel of a real city, complete with hills, parks and high-rise buildings. It’s possible to view the effects of an earthquake or tornado, and manage myriad resources. The wrong spending decisions can lead to traffic jams, garbage strikes, rampant crime and urban decay.

Another thing that makes the games both appealing and effective is the ability to assume a persona. “The best games tap into the fantasies and identities of participants much better than classroom instruction. Players are actually able to do things—including running companies, managing societies and traveling through different time periods,” says Kurt Squire, an assistant professor of educational communications and technology at the University of Wisconsin, Madison. To succeed, they must learn facts, figures and strategies. “Most kids are bored at school; they are ‘wired’ to do much more than we have them doing,” he argues.

High Score

In that case, many educators and parents think it’s time to see if video games can complement—and in some cases replace—standard curricula in schools. “During the 1980s and early ’90s, there was a lack of cultural acceptance, and the technology wasn’t quite there,” says Henry Jenkins, head of comparative media studies at the Massachusetts Institute of Technology. “Now, we’re just beginning to see these games appear in the classroom.”

What’s kept them out for so long is that parents and educators worry that kids who play video games will lose interest in books and reading, but Squire’s research has found the exact opposite. As children play an educational game and learn about a particular period in history or an interesting concept, they often want to learn more. For example, one young student in the study sent Squire a list of 27 books on ancient history that he had checked out of the library as a result of playing the game Civilization.

John Beck, president of Northstar Leadership Group, a Phoenix consulting firm, believes that traditional learning and gaming are not mutually exclusive concepts. “Games provide a lot of learning, but it is non-directed learning. It’s impossible to know that everyone is capturing the same information and learning the same things.” In fact, in today’s era of “No Child Left Behind”—where standardized test scores rule—many educators aren’t smitten with the concept of abstract learning, he notes.

Some teachers, like Mike Glatfelter, are already relying on games specifically designed for use in the classroom. Glatfelter, an elementary school teacher and University of Phoenix graduate living in San Jose, Calif., relies on Where in the World Is Carmen Sandiego? to teach geography. “It helps students learn math concepts, geography, reading comprehension and a variety of other scholastic skills. For a student who is shy or has low self-esteem, the video games also offer a way to safely interact with a program without the fear of other students laughing at their mistakes,” he explains.

Getting to the Next Level

Jenkins at MIT is developing a game called Revolution that puts players in colonial Williamsburg, Va., in 1773. Amid hardship and challenges, players determine whether the American independence movement actually takes place. Jenkins hopes to have the historically accurate video game in schools by late 2005. Other research labs, including those at the University of Southern California and University of Wisconsin, Madison, also are developing prototype video games.

Experts agree that educational video games like these can play an important role in schools, but they must be used selectively. “No one is saying that you just play the game and you’re smarter,” Jenkins argues. “A game will not turn a kid into a scientist or an engineer any more than it will turn a normal kid into a psycho killer. It’s what you do with the game in the classroom setting that matters.”

While it has proven challenging to get teachers and administrators to recognize the value of games, Gee believes that the trend is inevitable. Teachers and administrators are slowly becoming aware of how video games can positively affect learning. And a handful of game manufacturers are beginning to sense how big of an opportunity educational gaming is. “The ability to create worlds where it is possible to explore and analyze is a powerful thing,” Gee says. “In the years ahead, it will have a huge impact on how students learn.”

Get Smart!

Launch one of these leading video games the next time you want to combine education with excitement.

Civilization III: Conquests Transports you to 4000 B.C. with only a handful of settlers to begin a world conquest. Your decisions directly affect how civilization evolves. Ages 6+ • Atari • $20 • atari.com

Where in the World Is Carmen Sandiego? The perennial favorite leads you through countries, geographies and cultures in order to solve a crime. Grades 4-8 • Riverdeep/The Learning Company • $10 • riverdeep.net

The Sims 2 You’re master of the gene pool as you create a family and watch them evolve over generations, including personality traits and physical characteristics. Ages 13+ • Electronic Arts • $45 • ea.com

Railroad Tycoon 3 Design your own railroad empire, using 55 different locomotives and 40 cargo carriers. Offers 3-d geographic scenery of the U.S. as well as bridges, tunnels and buildings. Ages 6+ • PopTop Software • $20 • poptop.com

Age of Mythology Gold Edition Battle monsters, gods and legendary heroes during Norse, Greek and Egyptian times. Ages 13+ • Microsoft • $30 microsoft.com/games/ageofmythology/norse_home.asp
 

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