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Gaming on Social Networks

By Sumaira Bajwa • Feb 9th, 2010 • Category: Technology • No Responses

For decades, educators have been scrambling to find better ways to prepare students for the real world. It began with the mildly apocalyptic government report, A Nation at Risk, which warned that an outdated school system was unwittingly sabotaging America’s economic superiority. Year after year, major educational organizations would echo the report’s call with threats of dire consequences and pleas for sweeping reform, from the U.S. Department of Labor to the Accreditation Board for Engineering and Technology.

Audits of the U.S. educational system have revealed that the highest hurdle to adopting skills-based teaching practices is the lack of an easily implementable curriculum.

Enter social video games as a solution — immersive environments that simulate real-world problems. Today, technologically eager schools are replacing textbook learning with social video games, and improving learning outcomes in the process. Here’s how they’re doing it.

While university departments have cleanly separated academic subjects, solving the real-life problem of, say, building a website, requires individuals to orchestrate the expertise of communication, business, and economics, in addition to computer science. At the ultra high tech Quest2Learn school in New York City, small groups of 6th graders will marshall a range of social technologies, from video games to social networking, to solve hypothetical problems.

For instance, 6th graders learn geography from Google Earth, collaborate through an internal social networking platform, and present ideas through a podcast. Administrators hope that wrestling with the question of “How can a system function within a larger system?” will bolster critical thinking skills. Many experts contend that so-called “Scaffolded Problem-based learning” is known to improve academic skills and enhance motivation. With all these new toys, it’s no surprise that one student admits his least favorite part of the day is “dismissal.”
What About More Popular Gaming Models?

It should not come as a shock that Quest2Learn exists because of endowments from the Bill and Melinda Gates Foundation and Intel, among other big-name donors. For the less well-to-do educator, the Federation of American Scientists has developed a first-person shooter-inspired cellular biology curriculum. Gamers explore the fully-interactive 3D world of an ill patient and assist the immune system in fighting back a bacterial infection. Dr. Melanie Ann Stegman has been evaluating the educational impacts of the game and is optimistic about her preliminary findings. “The amount of detail about proteins, chemical signals and gene regulation that these 15-year-olds were devouring was amazing. Their questions were insightful. I felt like I was having a discussion with scientist colleagues,” said Stegman.

Perhaps more importantly, the video game excites students about science. Motivating more youngsters to adopt a science-related career track has became a major education initiative of the Obama administration. So desperate to find a solution that motivates students to become scientists, the government has even enlisted Darpa, the Department of Defense’s “mad scientist” research organization, to figure out a solution.

For Stegman, however, the video game solution is intuitive: The actual phenomona of science are fascinating, unlike their 2D textbook drawings. “Explaining how proteins interact takes lots of new words and new vocabulary that can put you to sleep when you’re a 5th year graduate student,” Stegman told Mashable. “But, watching two proteins interact and bump into each other and using them in a video game is fun and exciting.”


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