In an age where technology is a means of survival these days, you can’t help but wonder why using video games to learn would be any different from using a computer to finish your homework. In the year 2012, the latest advances in technology have to be taken advantage of and must be used to their fullest potential. Video games have been one of the most controversial technologies in the past couple of decades. On one end of the spectrum, millions of players have delighted in their interactive stories and characters. On the other end, angry parents have called the government to attempt to ban extremely violent games like Call of Duty and World of Warcraft. Whatever side you’re on, it can’t be denied that video games are created with a pattern that’s extremely useful for learning: learn directions and controls, carry out those instructions to meet a goal, and then repeat if mistakes were made. With these three steps in mind, educators have created numerous games that allow students to learn anything from reading to mathematics. Evidently, parents and kids are pleased with these latest developments as LeapFrog Enterprises, Inc., one of the largest producers of children’s technology-based learning products, demonstrated record sales in 2011.
With toddler and children’s toys becoming more school and learning oriented, it’s now time for the same to happen at the high school and collegiate level. The 21st century isn’t comprised of the “digital culture” for nothing: today people of all ages are attached to their smartphones and laptops to stay connected and current. Why not bring that already formed tech relationship to school where students spend upwards of eight hours a day? Better yet, why not use a tool that’s been shown to produce results and is enjoyable for students?
During my high school career, I had to take a computer course on using Microsoft Office and other applications of a computer such as typing and basic formatting. With the help of a game, I was able to quickly learn a lot of things that I may not have been as efficiently able to learn with a book or teacher. With the help of the game, I was able to see my progress and learning. Most importantly, the game was able to analyze my weak areas where I needed to work and emphasis through practice. I doubt a teacher would’ve been able to provide such a personalized teaching environment and structure. Overall, my experience with an educational gaming system was truly beneficial and I would really love to see more subjects and schools across the country pick up this advantage.
Gaming has changed immensely from its Pong era. When video games were first created, they were initially used to enliven laboratories to create a more fun atmosphere. In today’s tech savvy world, we’re doing the same thing fifty years later to transform a recreational activity to a fun and educational tool. In years to come, there will undeniably be other technologies that are cast out and criticized. However, if we’re to move forward towards becoming a more proactive and knowledgeable country, we’ll have to embrace changes or even adapt them to suit our needs and the needs of future generations.