Study solidifies role of games as educational tool
A little over one year ago, a number of players in the industry wanted to know how videogames could act as effective learning tools in the classroom. Today, they are proud to announce that, yes, this can be done.
The study was initiated first by giant developer-publisher Electronic Arts by hiring research firm Futurelab. It was then supported by Microsoft and Take-Two; the latter’s Grand Theft Auto title is often the object of criticisms when it comes to computer games-inspired violence issues. Titled Teaching With Games, the report maintains that computer games indeed motivate learning and engage students further.
Furthermore results suggest that such teaching approach improve computer skills, strategic thinking and problem solving. “The report has shown that commercial computer games have the potential to support education, which has raised the bar for ongoing collaboration between the industry and education sectors,” declares Gerhard Florin, EA’s Executive Vice President and General Manager for International Publishing.
Finally, Teaching With Games suggest that in order to put these findings into practice, technical obstacles like licensing and copy protection should be overcome first. The report utilized 2 Ipsos MORI polls that focus on students and teachers’ attitudes to games in the classroom as well as 12 case studies. Titles used in the study include The Sims 2, Knights of Honour and Roller Coaster Tycoon 3.
Via GamesIndustry
A little over one year ago, a number of players in the industry wanted to know how videogames could act as effective learning tools in the classroom. Today, they are proud to announce that, yes, this can be done.
The study was initiated first by giant developer-publisher Electronic Arts by hiring research firm Futurelab. It was then supported by Microsoft and Take-Two; the latter’s Grand Theft Auto title is often the object of criticisms when it comes to computer games-inspired violence issues. Titled Teaching With Games, the report maintains that computer games indeed motivate learning and engage students further.
Furthermore results suggest that such teaching approach improve computer skills, strategic thinking and problem solving. “The report has shown that commercial computer games have the potential to support education, which has raised the bar for ongoing collaboration between the industry and education sectors,” declares Gerhard Florin, EA’s Executive Vice President and General Manager for International Publishing.
Finally, Teaching With Games suggest that in order to put these findings into practice, technical obstacles like licensing and copy protection should be overcome first. The report utilized 2 Ipsos MORI polls that focus on students and teachers’ attitudes to games in the classroom as well as 12 case studies. Titles used in the study include The Sims 2, Knights of Honour and Roller Coaster Tycoon 3.
Via GamesIndustry