The “Wikipedia problem,” which refers to children searching the Internet for ready-made answers, is a New Age phenomenon that has baffled teachers and mentors worldwide. Almost as many teachers see technology as a solution as a problem. It is widely believed that technology impairs students’ ability to think and analyze, but there is also a strong opinion in favor of the ability of video games game coupon and digital devices to engage students and enhance learning through the use of one or more sensory stimulators. Despite growing concerns about students’ attention deficits, institutions are integrating them into the learning process in the classroom.

Children are naturally curious creatures

They have a curiosity to learn new things by discovering, discovering and experimenting even before receiving formal instruction such as reading or writing. Science is the study of experimentation and discovery. The National Science Education Standards state that “Science education should provide students with three types of science skills and understanding: students should learn the principles and concepts of science, acquire the reasoning and process skills of scientists, and understand the nature of science . “Students need to be able to design and conduct research that tests their ideas and understand why such research is uniquely powerful. Research shows that this is how students learn.” It is therefore important to involve children in science classes from an early age.

Digital games can capture student interest and attention more than any other traditional means of delivering education in the classroom. However, some educators also attribute this to the exponential decrease in children’s attention spans. The next section of this article discusses children’s engagement with games in the technology age, the types of games available in the market, and the impact of digital games as learning aids in the classroom.

Games and New Age Kids

Digital technology has expanded the horizons of video games in the modern world. Children are exposed to a much more complex and demanding technological environment than they were half a century ago. Children’s involvement in digital games is the result of significant changes in lifestyle and culture in modern society. The easy accessibility of technology, unnecessary income from working families and the lack of infrastructure for outdoor activities in many cities are the main reasons that make 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 were within half a mile of a block boundary. And in the age of social media, peer pressure cannot be muted.

The digital games market is one of the fastest growing segments of the global entertainment industry. America is witnessing an unprecedented penetration of digital gaming among young people. In the US, 97% of teenagers regularly play some type of game. The gambling market in India has grown exponentially in recent years. It is therefore imperative that educators continue to consider the use of digital games as a learning tool in the classroom. Educational institutions are also adopting innovative ways to leverage the digital advantage to enhance the learning experience in schools.

What are digital games?

There is no specific definition of a game and it can depend on personal preference and profession. A game can be defined as “a system in which players engage in artificial conflicts that are defined by rules and produce quantifiable outcomes”. Technology and digitization add a new dimension to games with sensory stimulation devices such as simulation, interaction, augmented reality, alternate reality, collective intelligence, and sound and visual effects. Digital games are also characterized by portability and unrestricted accessibility.

Role-playing games, simulation games and puzzles are the most popular digital games. In role-playing games, players play the role of a specific character in a virtual world, moving from one level to another depending on the outcome of the previous level. RPGs can be single player games like Dungeons and Dragons from early games or multiplayer games like Diablo III, Xenoblade, Final Fantasy XIII-2 or Mass Effect 3. MMORPG or Massive Multiple Online Role-Playing Games are extensions of RPGs in which a large number of players interact in an online virtual world. Simulation games create realistic situations in a virtual world. The outcome depends on player decision making and responsiveness and is very similar to what could happen in the real world under the same circumstances. Simulation games are commonly used for training and analysis, and are popular for their unpredictable and personalized outcomes. Flight Simulator X, Live for Speed (LFS) and Need for Speed have long been very popular simulation games. The puzzle genre in digital games involves solving and analyzing problems of varying difficulty depending on the type of game. Crossword and treasure hunt games are the main forms of puzzle games in physical and digital form.

All types of digital games involve player social engagement. Some require a concerted effort to be played, while others can be discussed or analyzed socially. While some games have been criticized for overtly violent visual effects, well-designed games can speed up the thought process by motivating, involving, including creativity, and developing metagames. Integrating digital games into basic educational frameworks can lead to increased competitiveness and multidimensional growth in children.

Digital Games in Science Lessons – Why and Why Not?

In the 21st century, mentors and students need to integrate technology into the curriculum. While the ultimate goal is to help students in terms of learning and experience, unsupervised, unsystematic, or irrelevant application can result in complete failure or negative impact. Some of the negative effects of digital gaming in general and in relation to education are:

  • Digital games have come under harsh criticism for increasing aggression among children and developing a violent streak at an early age. In a study by Anderson and Bushman (2001), children involved in violent video games were more likely to have aggressive thoughts, feelings, and behaviors and less prosocial help. The use of weapons and retaliation for violent crimes are a matter of general concern.
  • Digital games can be addictive for children and make them physically inactive. Digital gaming outside of social media is thought to reduce physical activity, which leads to obesity, postural and skeletal disorders in children.
  • Gambling addiction is also known to socially alienate children. Impulsive behavior, depression and increased anxiety are largely attributed to excessive play in children. Some studies also suggest that children who play games are unable to concentrate for long periods of time and have reduced attention spans.
  • Children tend to absorb socially unacceptable behavior through some digital games such as B. the use of profanity and abuse of the fairer sex. The lack of adequate knowledge about the selection of materials available online is a growing concern among parents.
  • Digital games are seen as a barrier to improving school performance. It has been found that students often skip homework to play games, leading to poor academic performance. But despite their reputation for promoting violence and chaos, digital games have actually been shown to help children develop skills, content and important ’21st Century’ skills. Century” to learn. In digital games, children can learn: content (from rich vocabulary to science to history), dexterity (from reading and writing to math to solving complex problems), creating artifacts (from video to software code), and systems thinking ( where an element of how is influences how things change) general relationships). Strong arguments for using digital games as learning aids in secondary education are:
  • Digital games require extreme hand-eye coordination and improve motor and sensory skills. The sensory stimulation theory proposed by scholar Laird (1985) proves that effective learning occurs when the senses are stimulated. Although some studies show that digital games decrease attention spans, there is strong evidence that short intervals improve attention spans. Digital gaming means paying attention to every detail, following the rules and being proactive in a given situation. Complex digital games help develop problem-solving and decision-making skills. Some games also support cognitive processes by involving logical analysis of situations, pattern recognition and improving memorization. Playing by the rules teaches children to accept and respect a certain level of discipline.
  • Digital multiplayer games encourage a constructive competitive mindset. Cooperative games also improve team building attitude. You will develop time management skills in teams and train players to work together towards mutually desired goals. They teach players to accept defeat and strive for better results. Digital games offer hyperactive children a way to channel their energy into constructive system-based play. It also helps relieve stress by providing an outlet for aggression and frustration. Some games involve physical activities, such as B. Boxes for the Nintendo Wii to help children engage with their children both mentally and physically. Complex digital games require a high level of multitasking, which encourages the brain’s natural learning process. Brain-based learning theory posits that multitasking is an activity unique to the brain and that learning is enhanced by varying levels of challenge. Digital games promote children’s effective situation analysis and strategy finding. Because the game has specific goals and end goals of the game at each level, it teaches players to create short and long-term strategies, such as: B. To score points roroblog, maintain energy and achieve the ultimate goal of the game. Simulation games and digital role-playing games help players gain expertise or learn by experiencing recreations of real-world situations. Theories of experiential learning and behavioral learning are based on the premise that individuals learn faster by experiencing and actually engaging in behavior.