
RUNNING HEAD: NOT A WASTE
As it is American parents are hindering many of their children from potentially the best educational outlet that has ever been developed. These parents are not restricted to the lower social economic status. Neither are they contained in one ethnicity or culture. This epidemic of intolerance has spread to our countries leaders. Instead of looking at the possibilities of this new medium, it is labeled as a cultural evil. Restricted, ignored, and doubted video games could possibly hold the keys to enrich our educational system. However, as long as elders see them as a corruptible waste of time that is all they will ever be. This paper will bring to light the great potential video games hold for our youth. Firstly, the history of societal reaction to new electronic mediums will be reviewed. Secondly, the researcher will show examples of video games that are highly educational. Finally, this paper will set forth a plan to incorporate video games into the educational system.
Motion pictures have been in development since the mid 1800’s. When films were first shown in Nickelodeons they were not impressive by any standards. (Wikipedia) But they captivated their audiences. And that captivation ensured the movies survival and development into what it is today. But living a near 150 years after the first motion pictures can the American society say their culture has not been enriched by this invention? There have been numerous movies that have shown the importance of faith, and good will to their audience. These movies have taught us history, and values. They have prodded us to imagine and to dream. And they have given us a better understanding of the world around us.
Television sets have been watched in this country since the 1930’s. However, the first sets were not only expensive, but unimpressive. Still, after World War II Americans were captivated by this new medium. (Wikipedia) And their captivation led to the Television’s survival and development into what it is today. But living a near 65 years after the first television sets can the American society say their culture has not been enriched by this invention? There have been numerous television shows that have shown the importance of faith, and good will to their audience. These shows have taught us history, and values. They have prodded us to imagine and to dream. And they have given us a better understanding of the world around us.
Video games have been played in this country since the 1950’s. The first games were quite basic. For example the game
Pong released in 1972 consisted of two paddles that were vertically controllable. The purpose of this game was to hit a bouncing ball at the right angle so that the other player would not be able to hit the ball. Another early favorite was
Pac-Man released in 1980. This game consisted of a yellow personified ball that had to eat little rectangles while avoiding ghosts. (Wikipedia) But as the technology advanced the video games could hold more information. Video games became more complex and needed more than basic hand eye coordination to win. Many of them required the player to develop strategies.
Sim City came out in 1990, and educational gaming was forever enriched. This game was based on an interpretation of city development (Squire, 2002). But instead of having to read about industrial, residential, and commercial zones in a text book you could actually place them on land and form a town. With the right teacher this game could have been an amazing tool to a lesson in civic development.
Civilization 2 created in 1996 also held near limitless potential. The player of this game could control many of histories important civilizations. While you play this game as in
Sim City you would have to build cities. And as your cities got larger you could build historical wonders like the Pyramids, or build military units like a phalanx. This game also taught you about balancing taxes along with making your people happy. Think of how many history classes could have benefited if this game could have been used.
In 1996
Creatures was released. This game allowed the players to raise a virtual pet on screen. But there were science lessons that were going on in the background. This game taught lessons in DNA, mutations, hormones, development cycle, adaptations, and research. Playing this game required students to understand how these pets functioned on a biological level.
Many of these games have added sequels to their franchise, and still continue to teach American youth today. But what makes these games powerful tools is that children want to play with them. And as they do they learn. Just as movies and television shows have enhanced our knowledge in the classroom, we should use these video games in our school systems to the same effect. Video games allow players to be involved with a world created for them. And if we pump this world full of knowledge, children can’t help but learn.
If video games follow in the footsteps of its predecessors our society will continue to flock to them to receive entertainment. The industry will grow as the children who grew up on video games continue their hobbies into adulthood. However, it will take work to convince an elder generation that video games hold potential to be a teaching device. There needs to be software developers that will hire historical and scientific experts to input their knowledge into video game projects. There also needs to be a push to make these games accessible over the internet, so all children could play and learn.
In conclusion, video games could very well be a mighty agent that aids the educational system. The potential is near limitless, and very capable to teach. The unfortunate matter is as the children of this society want to learn from interactive media, their supervising generation does not feel it beneficial enough. And until the video game generation gets old enough to control the boundaries of the educational system many children will not have gained the amazing educational value of these games.
Ryan Seymour
References
Fromme, Johannes: "Computer Games as a Part of Children's Culture." in
Game Studies, Volume
3, issue 1.URI:
http://www.gamestudies.org/0301/fromme/Squire, Kurt: "Cultural Framing of Computer/Video Games." in
Game Studies, Volume 2, issue
URI:
http://www.gamestudies.org/0102/squire/Wikkipedia The Free Enclycopedia, http://en.wikipedia.org/wiki/Video_game_history