Channel / Source:
TEDx Talks
Published: 2017-09-08
Source: https://www.youtube.com/watch?v=vJ62vVhuQVw
educators often lampooned video games saying that many student have wasted their youth playing such nonsense this is students are all too easily distracted from their studies by the plethora of video games now in circulation but educators you must face the hard truth but your games are not going away and students will always want to play video games and so it's time that educators stop crusading against
video games because as the older Dodge goes if you can't beat them join them now this process of verification has actually been going on for quite some time for example when I was in preschool I was already able to read and write thanks an alphabet learning game called zoo phonics whereas in the first or second grade I stumbled upon this website I'm sure many of you
have heard of called cool math for change which has a wonderful library of mass related video games now the thing about these websites is that the games there were fun they inspire me be curious about the subjects that they that's the key right there education should inherently be interesting and engaging something that games are masterfully adept at being unfortunately our current education system just isn't I'm
a typical class in which usually give in class lecture fall by who examine to take home and an assessment the problem is very linear past education is that it may not be everyone's Cup of tea especially for younger children a harsh younger children those elementary aged below want to play it's what we and every other animal are hard wired to deal with that that's lying cubs
wrestling which is that we had a fight or kittens pouncing after small objects learn how to hunt where human child tapping away to iPad schooling to learn how computers work play is the most intuitive form of learning and so I say we need to let children play video games and we harness of how these games let them try things out and explore things for themselves and
one good example of this is the global gaming phenomenon known as minecraft now in this open world exploration based game taking children around the globe by storm it's wildly successful and wildly popular and allows children to build whatever they can dream of and therein lies the genius of minecraft it's far more appealing for students young as soon as I mentioned to learn spatially by building and
getting the hands on experience than it is for them to sit through some lecture we do some tax with minecraft especially the recently released education addition users can walk students through virtual worlds of what they're studying whether that be the settings from the novel %HESITATION historical sites the inner workings of an eyeball how computer works the possibilities are endless by giving students a chance to be
much more hands on of the learning and their ability to get more tangible real time results but much more invested in their studies we see this concept of engagement applies a higher grade levels as well for example Kerbal space program a game in which you live action of aliens called curve balls to construct spacecraft listening to music huge or will a mechanic's Newtonian physics and basic
engineering principals once again the list goes on but his games other than solving the engagement problem of our education system also solve one of the other major problems I see with her education that the enforcement of the fear of failure homework is the quintessential the perfect example of this huge problem for education system as I mentioned previously in the typical class in which usually give it
in class lecture followed by whom exam to take home listener will take home exam at home completed bring it back the next day to be graded and within the week or so they'll get it back it's a great on it but how to get it back it's time to move on to the next subject as much time to review our rabbis and they'd better get a
good grade the first time where they simply get punished with a bad grade no comparison games allow players to retry things over and over again until we can get things right a little space program again in that game your goal is simply to get your spacecraft off the ground it doesn't matter how you do it doesn't matter how many times you try especially because the game
allows you to retry almost immediately Kerbal space program and all other video games that matter essentially ask players can you find a way to solve this rather than do you know the solution let's have approached teaching can create opportunity for learning and creativity wears homework simply acts as an assessment of knowledge enforces this fear of failure right in a world where we have the internet which
students can pop on the inner defined almost almost almost anything we need announcing plagiarize please don't but we can find almost anything we need on the internet white why do we need the type of road reinforcement Homer provides students leap they should be trained to worry about whether they've solve the problem correctly according to the book according to their teacher note jobs of today's world and
the future which were preparing students for require innovative and creative solutions something that the multiple choice test doesn't provide no students need to be taught to pull on the almost limitless data they have before them to find meaningful innovative and creative solutions and what better way to do this thing with video games Furthermore I think that games help solve the problems created by a standardized education
is this sure by standardizing education you can say with pretty benchmarks all students to achieve with that baseline levels of expected knowledge the higher institutions like colleges and universities can build off of think about it this way there is an ever increasing amount of subject matter and there is an ever increasing number of students teachers have sick seven periods of thirty forty one fifty students and
are getting bogged down with the logistics of running a classroom and they can't meet the individual needs of every single student again to help solve this problem because they're digitized they can collect data on almost everything from what types of homeschooling got wrong to how long took us all pick a problem too how long a mouse hover over particular answer before they selected not answer or
the correct one not only this but games can change the difficulty and what problems are presented on the fly rather than a predefined set like in traditional how much that students can get the practice in the problems that they need the most help with no this ability to change dynamically and the ability to provide the data that teachers need to create more and better lessons games
give teachers the time to do what they love most they give teachers the time to create more personalized in class lessons because with the data they collect they can look at okay what what is the subject matters and massing of what part of it's the least we worked on and they can help each individual student excel no of all beings and understandably so maybe crying but
where is the data where the studies was the empirical evidence and well there is none I'm not very much of it anyway well I did mention that the unification has been happening for awhile and has only broken into the mainstream until recently Kerbal space program is only a few years old and my half education mission only released in November of twenty sixteen so there's not much
data to go off of but I ask you to consider that we cannot slap a label on all educational video games and definitively say success or failure unfair unjust the claimed all educational video games are bad or even good for that matter basin a few examples use today but according to the American psychological association more research is needed so research is happening it's gradually it's gradually
happening going to twenty fourteen joint study by New York University and university of Michigan more than a third of teachers nationwide use at least some sort of game to test understanding of in class materials and more than ninety percent of educators believe that games can be a powerful motivational tool for education games and education is a new battle call and revolutionary idea but like all new
technologies the unions cannot simply be that viewed for the bad they can cause after all the same fire that burned down are aging human ancestors villages also provide them warmth and cook their food the same principle of nuclear fusion that devastated Hiroshima and Nagasaki the second World War provide us with clean air clean energy and alternative just call today the same way video games that Strock
Susan studies and get them hooked on entertainment is mindless clicking can get them hooked back on to the same studies we stand upon a pivotal moment more more games are being priest everyday it's a huge industry billions of dollars now they have the power to change education for the better but we just need to let them after all according to a philosopher by the name of
