Games may be crucial to ensure the skilled talent pool we need now and in the years ahead...
According to a 2002 study by Gentile & Walsh, American children aged 2-7 play computer games an average of 43 min/day, children aged 8-12 play an average of 56 min/day, and children aged 13-17 play an average of 78 min/day.
Our youth are accustomed to learning through games. In fact, games are largely responsible for the use of the computer. According to a national survey conducted by the National Institute on Media and the Family, 92% of kids age 2-17 play video and computer games. Michigan State University also conducted a longitudinal study of 140 low-income children and their Internet use at home; participants reported game play as their primary reason for using their computers.
For
most of you, learning was chiefly considered fun during your stint in
grade school when learning games were commonplace. However, once you
hit junior high and then high school, learning seemed to be required
and was not necessarily fun anymore. Games were no longer commonplace,
long lectures, extensive reading assignments and homework became the
routine.
No
matter what your age, games are fun and naturally give people enjoyment
and pleasure. Whether it’s a board game, computer game, video game or
basketball game, most involve people, inspire interaction, offer
challenges, stir a competitive spirit and of course, provide
satisfaction. Simply put, games engage people.
That’s
why corporate learning organizations worldwide increasingly develop and
implement learning games and simulations for their employees. Learning
games and simulations, much like the ones that were played during grade
school, can improve learner engagement, learner participation and
comprehension, retention and more.
So should we be focusing our attention on Educational Games? Consider what's at risk.
- U.S. workforce must raise skills to compete in global labor markets
- U.S. workforce must raise skills to support an innovation based economy
- U.S. workforce must be ready for new jobs created by technological advancements
- Digital media the medium of attention for youth
- Schools must become high-performance organizations
What does this suggest to you?
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