Video Games Fuel Net Generation Education February 19th, 2009
Regina Hopper

The fast-paced digital world is the birthright of the net generation and this 22 year old and under audience effortlessly operates in today’s dynamic broadband environment where social networking, instant messaging, television, music, and video games are readily available online.  With so much technological stimulation just a click away, it is no wonder teachers are searching for new, high-tech tools to reach students.

Despite the controversies some video games have invoked, many educators and researchers are changing their tune about gaming.  In fact, a Washington Post article sheds light on the growing trend of teachers tapping into virtual worlds and simulations to teach students math, history, business, science, and more.

Just how in vogue are video games with the net generation? A Pew Internet & American Life Project study found that an astonishing 99 percent of boys and 94 percent of girls play video games on a regular basis, and half of the group polled had played one in the last 24 hours.

But is it possible to make a calculus game cool enough to captivate teen video game connoisseurs? The U.S. Education Department thinks so, and awarded a $9 million grant to an education firm to develop Nintendo games to integrate into middle school science lessons.  Other software currently used in some classrooms offers simulated missions of ancient cities or outer space; engages students in a math game aimed at stopping a biodigital virus; invites students to create avatars to save a city from an oil spill; or enables students to role-play scientists to learn why rivers are depleted of fish.

In these highly visual, interactive games, the lessons are large, but the lectures are not, which may be a key to keeping this generation’s interest.  As broadband brings even more innovations, teachers will need to keep pace and harness the vast potential online tools offer to keep today’s youth engaged.

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