Wednesday, November 26, 2008

Video Games and Education

Games and gaming consoles still suffer an image problem, although attitudes are changing. However, even in the face of growing anecdotal, empirical and pedagogic evidence of the benefits of gaming when correctly incorporated into a learning environment, some will still cry foul because games are…well, games.

For education, what is needed is more high-quality user-relevant software, combining the best game techniques (contributed by games designers) and proven learning techniques (contributed by teachers), implemented on consoles with which learners are familiar, rigorously tested, independently evaluated, and widely publicized. The opportunities provided by ubiquitous gaming consoles, such as stability, ease of use and broadband access, should be exploited. Some organizations and projects, such as the Games-to-teach project, are making progress in researching and developing such software; many others are showing interest.

Future trends in video gaming are notoriously hard to predict. Even established industry experts fail to agree on particular gaming trends in anything more than the immediate future. The one certainty is that video games and gaming consoles are here; the key console manufacturers exhibit relative fiscal health; games are diverse, complex, engaging and attractive; and they are being played in rapidly increasing numbers. That particular revolution is complete: game over. The challenge now is that of combining the best and relevant aspects of games, game consoles, and learning, to create engaging and beneficial digital learning and research technologies: game on.