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by the Editor Can electronic games help children with their learning? Two primary schools have put this theory to the test with some amazing results, but can gaming also be used effectively at home? Or are these games just a waste of time, or even worse, detrimental to children’s development?
There are, of course, a variety of issues which are the subject of ongoing research and debate. There are certainly valid concerns with regard to violent games relating to aggressive thoughts and behaviours. The amount of time spent on gaming can also be a problem, with potential negative effects on children’s eyesight and attention span, and particularly when their media consumption takes away from time spent on other important activities such as homework and outdoor play.
On the plus side, it has been documented that video games may improve a player’s manual dexterity and computer literacy. When these games are specifically designed to be educational, the benefits seem quite compelling.
Research from Scotland (Learning and Teaching Scotland teamed with University of Dundee) explored if the appropriate use of Dr. Kawashima’s Brain Training (on the Nintendo DS) could help develop and enhance children’s performance in mental maths. The results showed a marked improvement in accuracy (number correct) and time taken to complete the number test.
In 2009 Yarrambat Primary School conducted a 10-week trial (an initiative through the department of education) with Nintendo DS consoles. Principal James Penson introduced the consoles after using them at his previous school and recognised the potential benefits. The initiative used Brain training and Maths Training games twice a day, four times a week for at least 15 minutes each time.
The games were used to explore their education potential, improve children’s confidence in maths and to increase engagement. Since the experiment ended, the consoles became a permanent fixture in the school syllabus. ‘The results have been astounding, as has the progress made by the children since the experiment. Amazing improvements in speed and accuracy have been noted as well as improvements in student behaviour, attitudes, recall, healthy competition, motivation and the kids were even less likely to misbehave,’ explains Mr. Penson.
Brad Kendall, a teacher at grade 3 and 4 backed the project by claiming one of his students improved his maths score from 10/100 to 85/100 after using the Nintendo DS console, while another went from 19 to 98/100 after using the DS.
The second case study is a school in Sydney, Our Lady of Lourdes Catholic School, which introduced technology into the classroom based on the research from Scotland. Principal Steven Jones thought this would be a progressive way to improve engagement amongst his pupils.
It was noted that integrating video games in the classroom improved productivity, and students were more willing to try complex activities. In addition, students were having fun and were more engaged and stimulated in their learning. They found that video games may also aid in developing necessary life skills such as strategising, problem solving, cooperation with others and understanding new concepts.
The students use Dr Kawashima’s Brain Training as a brain “warm up” before the standard class begins. One console is shared amongst four children. The game teaches students to solve basic math’s problems, draw pictures on the touch screen and they can read classic literature aloud.
The students’ ‘Brain Age’ is tested every Friday. They have found dramatic improvements in both speed and recall of facts, as well as an increased confidence and attitude towards Mathematics and English. It is seen as another way of students getting instant and personalised feedback on their learning. They are not competing with other students; they are just trying to better themselves.
Brad Kendall believes that game consoles not only help with numeracy and literacy, but also with problem-solving and other life skills. ‘I definitely think all game consoles have the potential to improve problem solving. Many games require players to perform multiple tasks at once. For example, platform games require players to remember different aspects of the game i.e. where they have been, following rules, etc.’
His tips for parents:
1. Kids need to be matched with the right games for their needs. Game consoles used at home can definitely improve students’ academic performance at school. The important thing is choosing the correct games for your child. This includes using games suitably rated for your child.
2. Games should be used in the right context and for the right purpose, ideally to assist with current learning goals, to practice their homework or simply because they want to. In my opinion the most effective games are either educational or are platform games that require thinking and strategy not button bashing!
3. Balance video games with other activities. Gaming could help a child develop their self-awareness given that behaviours and actions have consequences. Gaming has the potential to positively influence a child’s confidence and self-awareness, but I certainly don’t believe it should be the exclusive way a child develops these things.
4. Ensure gaming occurs in an area where you are aware of what games are being played and how they are being played.
5. Set realistic times (when and how long) children should be playing games.
6. Together, have your child share their successes, let them teach (not show) you how to play.
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Comments
A very good question has been
A very good question has been put up here.whatever people say it is my personal experience that the kids who started playing electronic games at the early age are more brilliant than the ordinary one but i also admit the fact this may turn them in to a geek and restrict their physical development to some extent