Dave Warfield, Head of Game Design at VFS, announces the Award for Outstanding Educational Contribution by Vancouver Film School is licensed under CC BY 2.0
Sometimes
an enemy becomes a friend. Gaming is one such entity. What was frowned upon by
many as an addiction which was bad for kids is now becoming the favoured
learning tool. The inherent addictiveness of popular games is in itself the
attraction for folks who teach. They want to know - what makes a game so
addictive that people can play it for hours on end? If students kept at a subject with that much
interest, the learning curve would become history!
History
of Play
Historically
games have been used as a means to learn. The young in the wild play with older
members to learn the ways of their kind. Chess was commonly used to learn about
strategy. Kriegsspiel, a game created for training Prussian officers was played
by volunteers during the civil war. Friedrich Frobel called his Play and
Activity institute a kindergarten, setting the foundation for modern day
education of our young.
The
creation of Edutainment
Games
came on to electronic devices a few decades ago. Educationists who saw the
interest kids had in gaming understood the potential of bundling a game with
learning. Games can be intrinsically learning with a dash of entertainment or
largely entertaining with some incidental learning. With all these bridges
happening, educational entertainment morphed into ‘edutainment’.
Music,
video, TV and now Games
Edutainment
first became popular via music and video with shows like Sesame Street and Bill Nye
the Science Guy. Many TV
shows became games. Then many games introduced elements of education. Games
can help kids learn concepts, understand subjects or even pick up a skill.
A
billion dollar industry has mushroomed around the gaming industry. Even as
casual gaming is cultivating a wider audience, the educational gaming industry
is using high tech to reach kids and hold their interest. Interestingly, our
classrooms, teaching and evaluation methods are changing to keep pace with this
change.
The
cons
Even
as gaming is gaining a strong foothold, there are those who worry about the
psychological and social side effects of gaming. That is for another day.
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