Video Games Should Be Used More in Schools, New Study Says
Oct. 17 (Bloomberg) -- Video games have enough promise as
educational tools that the U.S. government should be spending
millions of dollars more on developing applications for schools,
a federal science agency official said.
Early studies show that playing video games can help
children learn to make quick decisions and study a subject
intensively, according to a report released today by the
Entertainment Software Association, the National Science
Foundation and the Federation of American Scientists. Game-
playing might also allow students to learn at their own pace.
``There should be much more investment in this, because it's
not just one of these flash-in-the-pan kind of things,'' said
Arlene de Strulle, program director in informal science education
at the National Science Foundation. ``Not only should we, we
must.''
Educational products are not profitable enough for the
companies to develop them without federal funding, according to
the report. The Entertainment Software Association's members
include divisions of Microsoft Corp., Sony Corp., Vivendi SA and
Time Warner Inc.
``These future technologies are where we are going, and if
we don't go there with the rest of the world, then once again
we're dropping back behind what Europe is doing, and Asia,'' de
Strulle said. ``If we don't explore the future of this, then
we're never going to answer that question.''
Maximizing the educational potential of gaming technology
involves replicating the compelling graphics and environments of
the top-quality video games, said John Cherniavsky, a senior
adviser for research at the education directorate of the National
Science Foundation.
`They Make Money'
Major textbook publishers and smaller companies that produce
educational software such as Broderbund Software Inc. can't
afford to do that, Cherniavsky said. ``They make money, but they
don't make the sort of money that places like Sony and Microsoft
make,'' he said.
One advantage of using gaming technology for teaching is it
enables students to learn at their own pace, so they are neither
too bored nor too discouraged, said Henry Kelly, president of the
Federation of American Scientists.
``Implementing that is something that, of course, learning
theorists would love to be able to do, and in fact it turns out
the game guys have done it,'' Kelly said.
Advocates of the video-gaming approach acknowledge its
limitations, including that it is likely to have less value in
higher grades. ``Many of these games don't have much in the way
of reflection,'' Cherniavsky said.
`American Obsession'
Critics include Tom Loveless, director of the Brown Center
on Education Policy at the Brookings Institution, in Washington,
who regards the idea as part of ``this American obsession with
making sure that everything in school is enjoyable.''
U.S. textbooks already are too full of entertainment, making
them twice the size of those in other countries, Loveless said in
an interview.
``Simply making math more entertaining isn't the solution to
the United States' problems in math achievement,'' he said.
``It's exactly the wrong way to go. It's exactly the way we have
been going.''
To contact the reporter on this story:
Paul Basken in Washington at
pbasken@bloomberg.net
Last Updated: October 17, 2006 15:32 EDT