It is becoming more apparent that youths are becoming less and less engaged with traditional methods of learning. Sitting in a classroom, listening to a teacher and reading chapters in thick textbooks just doesn’t seem to be an ideal method for teaching students; especially when most of those students would rather be at home playing videogames. A new wave of teachers had picked up on the notion and began to actively seek methods to marry the two: the classroom and videogames. The idea of incorporating videogames in a classroom curriculum is likely to raise more then just a few eyebrows. Teachers thinking of trying this can rest assured that this method is now both proven and approved.
On September 13, Michael D. Gallagher, president and CEO of the Entertainment Software Association (ESA), testified before the United States House of Representatives’ Committee on Science, Space, and Technology. He advocated for the growing use of computer and video games in education. Educators are increasingly recognizing entertainment software as an effective teaching device. With the ability to impart knowledge, help develop life skills and reinforce positive habits, computer and video games are in the early stages of changing the educational landscape and developing the leaders of tomorrow.
“With the power to improve critical thinking and problem solving skills, games are next-generation learning tools that have the potential to transform the educational experiences of children across the country” said Gallagher.