The “Wikipedia problem,” which means children are turning to the Internet for ready-to-use answers, is the new age phenomenon that baffles teachers and mentors globally. There are nearly the same number of teachers who see technology as a solution as much as a problem. While a common belief is that technology is hindering students’ ability to think and analyze, there is also a strong opinion in favor of video games and the ability of digital gadgets to engage students and enhance learning by using more than one stimulator. sensory. Despite growing concern about the deterioration of student attention spans, institutions are incorporating them into the classroom learning process.
Children are inherently curious creatures. They have the curiosity to discover new things and learn by discovering and experimenting even before undergoing formal education methods such as reading or writing. Science is a discipline of experiments and discoveries. The National Science Education Standards emphasize that “science education must equip students with three types of scientific skills and knowledge. Students must learn the principles and concepts of science, acquire the reasoning and procedural skills of scientists, and understand the nature of science. as a particular form of human activity. Students therefore need to be able to devise and carry out investigations that test their ideas, and they need to understand why such investigations are extraordinarily powerful. Studies show that students are much more likely to understand and retain the concepts they have learned in this way. ” Hence, it becomes imperative to involve children in science education at an early stage.
Digital games are more capable of attracting แนะนำเว็บแทงมวย students’ interests and attention than other conventional means of imparting instruction in a classroom. However, some educators also hold them responsible for the exponential decline in attention span in children. Subsequent sections of this article discuss children’s involvement in games in the technological age, the types of games available on the market, and the impact of digital games as learning aids in classrooms.
Gaming and New Age Kids
Digital technology has broadened the horizons of video games in the modern world. Children are subjected to a much more complex and challenging technological environment than their counterparts from over half a century ago. Children’s involvement in digital games is the result of many significant changes in the lifestyle and culture of modern society. The easy accessibility of technology, the unnecessary income from dual-income families and the lack of infrastructure for outdoor activities in many cities are some of the main factors contributing to making screen games an important part of children’s lives. A study by the Centers for Disease Control and Prevention (2010) found that only 20% of census blocks are located within half a mile of a block boundary. Furthermore, the effect of peer pressure cannot be undermined in these times of social networking.
The digital games market is one of the fastest growing segments of the global entertainment industry. The United States is seeing unprecedented penetration of digital gaming among young people. In the United States, 97% of teens regularly play some type of game. In India, the gaming market has grown a lot in recent years. Hence, it is imperative that educators continually contemplate the use of digital play as a learning tool in classrooms. Institutions are also employing innovative ways to harness the digital advantage to enhance the learning experience in schools.
What are digital games?
There is no concrete definition of games as it can vary based on an individual’s preferences and profession. Games can be defined as a “system in which players engage in artificial conflicts, defined by rules, which result in a quantifiable result”. Technology and digitization add new dimensions to games where simulations, interactivity, augmented reality, alternate reality, collective intelligence and sensory stimulators such as sound and visual effects. Digital games are also characterized by their unlimited portability and accessibility.