Really Good News About Your Children's Video Games

Research published by University of Rochesterfor them to design learning in the language and speed
neuroscientists C. Shawn Green and Daphne Baveliertheir students need and relish, despite their best
has grabbed national attention for suggesting thatefforts.
playing "action" video and computer games hasAn emerging coalition of academics, writers,
positive effects - enhancing student's visual selectivefoundations, game designers, companies like Microsoft
attention. But that finding is just one small part of aand, increasingly, the U.S. Military is working to make
more important message that all parents andparents and educators aware of the enormous
educators need to hear: video games are not thepotential for learning contained in the gaming medium.
enemy, but the best opportunity we have to engageWhile "edutainment," may work for pre-schoolers, it is
our kids in real learning.primitive when it comes to the enormous
Any observer knows that the attitude of today'ssophistication of today's games. We need new and
children to video and computer games is the verybetter learning games, and these are finally beginning
opposite of the attitude that most of them haveto appear. Microsoft has sponsored a
toward school. The amount of time they spend"Games-to-Teach" project at MIT which is building
playing computer and video games - estimated atgames for learning difficult concepts in physics and
10,000 hours by the time they are twenty-one,environmental science on the X-Box and Pocket PC.
often in multi-hour bursts - belies the "short attentionLucas Games has lesson plans to help teachers
span" criticism of educators. And while years ago theintegrate its games into curricula to teach critical
group attracted to video and computer games wasthinking. A UK study by TEEM (Teachers Evaluating
almost entirely adolescent boys, it is now increasinglyEducational Multimedia) has shown that certain games
girls and all children of all ages and social groups. Onecan help youngsters to learn logical thinking and
would be hard-pressed today to find a kid in Americacomputer literacy. Given the almost perfect overlap
who doesn't play computer or video games of onebetween the profiles of gamers and military recruits,
sort or another.the US Military uses over 50 different video and
The evidence is quickly mounting that our "Digitalcomputer games to teach everything from doctrine,
Native" children's brains are changing to accommodateto strategy and tactics. "America's Army,
these new technologies with which they spend soOperations," a recruiting game released for free in
much time. Not only are they better at spreading2002, now has almost 2 million registered users, with
their attention over a wide range of events, asalmost a million having completed virtual basic training.
Green and Bavelier report, but they are better atAcademic research into the positive effects of
parallel processing, taking in information more quicklygames on learning, which not so long ago sat unread
(at "twitchspeed"), understanding multimedia, andon the shelf, is being noticed by national media.
collaborating over networks.Theoretical and practical guides such as "What Video
What attracts and "glues" kids to today's video andGames Have To Teach Us About Learning And
computer games is neither the violence, or even theLiteracy" by Professor of Education James Paul Gee,
surface subject matter, but rather the learning theand my own "Digital Game-Based Learning," are now
games provide. Kids, like and all humans, love to learnon bookshelves. Experts, such as former Stanford
when it isn't forced on them. Modern computer andCFO William Massey, who created the learning game
video games provide learning opportunities every"Virtual U." are working with game designers to build
second, or fraction thereof.games that communicate their knowledge and
On the surface, kids learn to do things - to flyexperience. Foundations like Sloan, Markle and others
airplanes, to drive fast cars, to be theme parkare funding these efforts. The Woodrow Wilson
operators, war fighters, civilization builders andschool has begun a project called "Serious Games" to
veterinarians. But on deeper levels they learn infinitelyincrease the use of gaming in public policy debates,
more: to take in information from many sources andpicking up an effort that begin 10 years ago with
make decisions quickly; to deduce a game's rules"Sim Health" from Maxis.
from playing rather than by being told; to createYet despite all the findings, research, and cries for
strategies for overcoming obstacles; to understandhelp from the kids in school, many parents and
complex systems through experimentation. And,educators still tend to think of video and computer
increasingly, they learn to collaborate with others.games as frivolous at best and harmful at worst. The
Many adults are not aware that games have long agopress often encourages this with headlines about
passed out of the single-player isolation shell imposed"killing games" when in fact two thirds of the games
by lack of networking, and have gone back to beingare rated "E (everybody)," and sixteen of the top 20
the social medium they have always been - on asellers are rated either "E" or "T (teen)". To
worldwide scale. Massively Multiplayer games such ascounteract this "name prejudice," users and funders
EverQuest now have hundreds of thousands ofof today's "new" educational games often refer to
people playing simultaneously, collaborating nightly inthem by "code" names, such as "Desktop
clans and guilds.Simulators," "Synthetic Environments," or "Immersive
Today's game-playing kid enters the first grade ableInteractive Experiences."
to do and understand so many complex things - fromYet what these new, highly effective learning tools
building, to flying, to reasoning - that the curriculumreally are a combination of the most compelling and
they are given feel like they are being handedinteractive design elements of the best video and
depressants. And it gets worse as the studentscomputer games with specific curricular content. The
progress. Their "Digital Immigrant" teachers know sotricky part is doing this in ways that capture, rather
little about the digital world of their charges - fromthan lose, the learner's interest and attention. We are
online gaming to exchanging, sharing, meeting,now becoming much better at this. The money and
evaluating, coordinating, programming, searching,will is there to do it, and our students are crying for
customizing and socializing, that it is often impossibleit.