Digital games and children – a different perspective

The “Wikipedia problem,” which is children using the Internet to find ready-made answers, is the New Age phenomenon that has baffled teachers and mentors worldwide. There are almost as many teachers who see technology as a solution rather than a problem. While it is widely believed that technology impairs students’ ability to think and analyze, there is also a strong belief that video games and digital devices can enhance student ability and enhance learning through the use of more than one sensory stimulator . Despite growing concerns about students’ deteriorating attention spans, institutions are including them in the classroom learning process.

Children are naturally curious beings.

They have a curiosity to discover new things and to learn through discovery and experimentation, even before exposure to formal educational methods such as reading or writing. Science is a discipline of experimentation and discovery. The National Science Education Standards emphasize that “science education should provide students with three sets of scientific skills and understandings. Students must learn the principles and concepts of science, acquire the reasoning and procedural skills of scientists, and understand the nature of science as science.” a distinctive form of human endeavor. Students must therefore be able to design and conduct research that tests their ideas and understand why such research is uniquely powerful. Studies show that students are much more likely to understand and retain the concepts they understand the way they learned it.” Therefore, it is imperative to involve children in science classes from an early age.

Digital games are better at capturing student interest and attention than other traditional forms of classroom education. However, some educators also see them as the cause of the exponential decline in children’s attention spans. The next sections of this article discuss children’s involvement in games in the technology age, the types of games available in the market, and the impact of digital games as learning aids in the classroom.

Gaming and the New Age Kids

Digital technology has expanded the horizons of video Businessacademy1 gaming in the modern world. Children are exposed to a far more complex and demanding technological environment than their peers were more than half a century ago. Children’s involvement in digital gaming is the result of many significant changes in lifestyle and culture in modern society. Easy access to technology, the disposable income of dual-income families, and the lack of infrastructure for outdoor activities in many cities are major contributors to making screen games an important part of children’s lives. A study by the Centers for Disease Control and Prevention (2010) found that only 20 percent of census blocks are within half a mile of a block boundary. The effect of peer pressure cannot be undermined in the age of social networks either.

The digital gaming market is one of the fastest growing segments of the global entertainment industry. The US is witnessing an unprecedented prevalence of digital gaming among youth. In the US, 97% of teenagers regularly play some type of game. In India, the gaming market has grown exponentially in recent years. Therefore, it is imperative that educators continuously think about using digital games as learning tools in the classroom. Institutions are also using innovative ways to leverage the digital advantage to enhance the learning experience in schools.

What are digital games?

There is no concrete definition of games as it can vary depending on a person’s preferences and profession. Games can be defined as a “system in which players engage in artificial conflicts defined by rules that produce a quantifiable outcome”. Technology and digitization bring new dimensions to games that make use of simulations, interactivity, augmented reality, alternate reality, collective intelligence and sensory stimuli such as sound and visual effects. Digital games are also characterized by their portability and limitless accessibility.

Role-playing games, simulation games and puzzles are among the most popular digital games. In role-playing games, the player takes on the role of a specific character in a virtual world and moves from one level to another depending on the result of the previous level. RPGs can be single-player games like Dungeons and Dragons from earlier gaming days, or multiplayer games like Diablo III, Xenoblade , Final Fantasy XIII-2, or Mass Effect 3. MMORPGs, or the Massive Multiple Online Role-Playing Games, are an extension of role-playing games in which a large number of players interact in an online virtual world. Simulation games create realistic situations in virtual worlds. The outcome depends on the player’s decision making and responsiveness and closely resembles what can happen in the real world in the same situation. Simulation games are widely used in training and analysis, and are also popular for their unpredictable and personalized outcomes. Flight Simulator X, Live for Speed (LFS) and Need for Speed have long been extremely popular simulation games. The puzzle genre of digital games involves solving and analyzing problems of varying difficulty depending on the type of game. Crosswords and treasure hunts are basic forms of puzzle games in physical and digital form.

All types of digital games require social participation from players. Some require collaborative effort to play, while others may require social discussion or analysis. While some games have been accused of downright violent visual effects, a well-designed game can speed up the thought process by motivating, engaging, embracing creativity and developing a metagame, i.e. social interactions that are inspired and enhanced inside or outside the game. Incorporating digital games into the framework of basic education can lead to increased competitiveness and multidimensional growth in children.

Digital Games in Science Lessons – Why and Why Not?

The 21st century requires mentors and students to integrate technology into the curriculum. Although the ultimate goal is to provide value to students in terms of learning and experience, unsupervised, disorganized, or irrelevant use can lead to complete failure or negative impact. Below are some of the negative effects of digital gaming in general and in relation to education:

  • Digital games have been repeatedly criticized for allegedly promoting children’s aggressiveness and developing violent tendencies at an early stage. In a study by Anderson and Bushman (2001), children involved in violent video games were more likely to exhibit more aggressive thoughts, feelings, and behaviors and less prosocial help. The use of weapons and the rewards for violence are a matter of general concern.

 

  • Digital games can be addictive for children and make them physically inactive. Digital games, apart from social networks, are considered in reduced physical activity, which leads to obesity and postural and skeletal disorders in children.

 

  • It is also known that gambling addiction leads to social isolation in children. Impulsive behavior, depression, and increased anxiety are largely attributed to excessive play in children. Some studies also suggest that children at play are unable to concentrate for long periods of time and their attention spans are shortened.

 

  • Children tend to adopt socially unacceptable behavior through some digital games, such as B. Swear words and abuse of the fair sex. A lack of knowledge about how to review the material available online is a growing problem among parents.

 

  • Digital games are seen as a barrier to better academic performance. It is common for students to skip their homework to play games, which leads to poor academic performance. However, despite their reputation for fostering violence and chaos, digital games have actually shown themselves to help children acquire skills, content and vital skills of the 21st century. Century” to learn. Through digital games, children can learn: content (from rich vocabulary to science to history), skills (from literacy to math to solving complex problems), creation of artifacts (from videos to software code) and systems thinking (how changing an element affects it) . relationships as a whole). Strong arguments in favor of using digital games as learning aids in secondary education are summarized below:

 

  • Digital games require extreme hand-eye coordination and improve motor and sensory skills. The sensory stimulation theory proposed by academic Laird (1985) confirms that effective learning occurs when the senses are stimulated. While some studies show that digital gaming shortens attention spans, there is strong evidence of improved concentration over short periods of time. Digital gaming is all about paying attention to every detail, following the rules and being proactive in responding to the situation at hand. Complex digital games help develop problem-solving and decision-making skills. Some games also involve logical analysis of the situation and pattern recognition and improve memorization, thereby aiding the cognitive process. By playing by the rules, children learn to accept and respect a certain level of discipline.

 

  • Digital multiplayer games develop a sense of constructive competition. Collaborative games also improve team building attitudes. They develop team time management skills and train players to work together towards the common desired goal. They teach players to accept defeat and strive for better results. Digital games offer hyperactive children the opportunity to manage their energy in constructive, systems-based play. They also provide an outlet to release aggression and frustration, thus helping to reduce stress. Some games also involve physical activity, such as B. Nintendo Wii boxes to help the kids engage with the kids mentally and physically. Complex digital games require a high level of multitasking, enhancing the brain’s natural learning process. The theory of brain-based learning posits that multitasking is an inherent activity of the brain and learning is encouraged by challenges at different levels. Digital games promote efficient situation analysis and strategy development in children. Since games at each level have specific goals and an end goal of the game, players learn to develop short-term and long-term strategies such as earning points, keeping energy, and reaching the ultimate goal of the game. Simulation games and digital role-playing games help players gain expertise or learn by experiencing recreations of real-life situations. Experiential learning and action-learning theories are based on the assumption that individuals learn faster when they experience actions and actually participate in them.