'Computer games' is one topic that pesters parents and it's not hard to see why. Take any parent and it's more than likely that they will complain about their children spending too much time on their computers, playing games. Now, imagine what these parents' reaction would be if someone were to tell them, "Students will now be taught through computer games." It wouldn't be a positive one, that's for sure.
I can, however, sympathize with the parents because it's not entirely their fault that they do not understand their children's fascination with computer games. Parents don't typically play the computer games that their kids are playing. Naturally, this leaves them in the dark as to why the games are so fascinating for their children.
However, an involved parent would notice the child learning while playing games. Then again, it's not unusual for there to be a limit to what parents are willing to accept. After all, if your definition of learning is strictly limited to the academic sense, then what I'm suggesting here will sound unusual. Currently, the simplest of the daycare centers advertise 'teaching through computer games' and that is socially accepted.
But parents want to wean their children out of computer games once they are out of preschool. They would rather have their children grind in homework, as they did in their time, than play computer games. It almost seems as if the more homework the school gives its students, the better the school is. But parents have to realize that computer games are for children. As children grow, the current technology gets them more and more involved in computer games.
Recently I had an opportunity to interact with a young adult regarding the use of computer games in a school curriculum. I was surprised by his response. He said, "It would be awesome because today's classrooms are static; they are not interactive at all. The only action visible is a person in front of the class yelling and giving assignments." He proceeded to explain how in today's world everything has become gamified. Thanks to the software applications that have been invented either for laptops, tablets or cell phones.
The young man further added that software applications like 'runkeeper' and 'runtastic' activate children through games. Similarly, 'lose it' makes weight loss a game and then there is 'yelp' that makes restaurant eating a game. That's only the tip of the iceberg; virtually everything from learning languages (duolingo) to simply visiting places (foursquare) is becoming gamified. Unfortunately, the only area that has not been fully permeated by the digital age is our schools.
I was stunned to hear this response. The young man further explained the frustrations that students feel staring at the blackboard with no interactivity at all during the whole time they are in school. This conversation took me back to the 1980s when I worked at a teacher's resource center in the US, reviewing software for teachers to use in the classroom as a teaching tool.
During the 1980s one of the first attempts at edutainment hit the classroom. "The Oregon Trail" was the pioneer in this. Children liked this game so much that they felt they were learning a new thing each time they played it. "The Oregon Trail" brought the concept of making subjects like reading, math, civics, and grammar fun for not only the children but the whole family. Though initially written in 1971 it became popular only at the end of that decade, becoming the classic classroom icon.
Then there is 'Sim city' that makes planning a city a fun thing. Having the power to play 'God' is an extremely satisfying act for both children and adults. I have to admit that I learned a lot of planning concepts by just playing the game. While we are at it, I would also like to mention 'Civilization': a video game with the objective to "Build an empire to stand the test of time". The game begins in 4000 BC and the player's challenge is to expand and develop their empires through the ages, from the ancient era to modern and near-future times. I can just imagine students studying evolution of a world of their creation with this. This is what edutainment is supposed to do for children. Teach children without their knowing.
Finally, coming into the 21st century, students have become enthusiastic computer gamers, with a hefty appetite for learning. Considering the way students respond to video games, there definitely is a need to look at the way we instruct them and take advantage of their skills. We are all aware that students come into their classrooms with skills in text messaging, inter-net skills, word processing, and are communicators who adapt to new technologies with great ease, confidence and comfort. Unfortunately as soon as they enter their classrooms, they are required to turn their phones off, and are forced to limit their access to information to just a textbook or lecture, devoid of every communication medium they are so comfortable with (and many teachers are still uncomfortable with).
I am sure you are all aware of this fact, so why not take advantage of this and create a situation where students will have fun learning. Software like "Socrative" might bring smiles to your classroom. Give it a try, won't you?
usha@pokharel.net
Interaction must for enhancing distance and classroom learning