| 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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