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Angry Birds game fires into the classroom | Angry Birds game fires into the classroom |
(about 11 hours later) | |
From Angry Birds to Minecraft, computer games are invading the classroom. But this is not going on behind the teacher's back anymore: it is part of the lesson plan. | From Angry Birds to Minecraft, computer games are invading the classroom. But this is not going on behind the teacher's back anymore: it is part of the lesson plan. |
The average young person will have spent 10,000 hours gaming by the time they are 21 years old, research suggests. | The average young person will have spent 10,000 hours gaming by the time they are 21 years old, research suggests. |
This has been mainly for entertainment, providing light relief from the maths textbooks and science experiments taking place in classrooms. But gaming is taking up more time of a child's life. | This has been mainly for entertainment, providing light relief from the maths textbooks and science experiments taking place in classrooms. But gaming is taking up more time of a child's life. |
For a child in the US with perfect attendance, 10,080 hours will be spent in school from fifth grade (age 10) to high school graduation, according to game designer Jane McGonigal. | For a child in the US with perfect attendance, 10,080 hours will be spent in school from fifth grade (age 10) to high school graduation, according to game designer Jane McGonigal. |
In the UK, computer games offering "stealth learning" have been used by many schools. But the big developers have generally, so far at least, not been keen to get involved. | In the UK, computer games offering "stealth learning" have been used by many schools. But the big developers have generally, so far at least, not been keen to get involved. |
Angry Birds creator Rovio has brought Angry Birds Playground, a schools initiative devised with the University of Helsinki in Finland, into the kindergarten classroom of children, aimed at six-year-olds. | Angry Birds creator Rovio has brought Angry Birds Playground, a schools initiative devised with the University of Helsinki in Finland, into the kindergarten classroom of children, aimed at six-year-olds. |
With the initiative already in use in Finland, Rovio has now entered into an agreement with schools in China. | With the initiative already in use in Finland, Rovio has now entered into an agreement with schools in China. |
"With small children, the Finnish approach to education is very much play-orientated," says Sanna Lukander, vice president of book publishing at Rovio Entertainment. | "With small children, the Finnish approach to education is very much play-orientated," says Sanna Lukander, vice president of book publishing at Rovio Entertainment. |
"These characters and their world seemed to inspire children. You can't not think about how you might motivate children to do more than play." | "These characters and their world seemed to inspire children. You can't not think about how you might motivate children to do more than play." |
Finland is rated as having the best education system in the developed world. | Finland is rated as having the best education system in the developed world. |
And it is not just the same edition of Angry Birds re-packaged: it is using the now-famous characters in new education-based games and a "full 360-degree approach to learning" involving books, teachers and digital devices. | And it is not just the same edition of Angry Birds re-packaged: it is using the now-famous characters in new education-based games and a "full 360-degree approach to learning" involving books, teachers and digital devices. |
But what is it that children can learn from computer games which can really help with the hard learning needed in the classroom? | But what is it that children can learn from computer games which can really help with the hard learning needed in the classroom? |
"Games have a larger effect on learning than traditional materials in particular areas, like language acquisition, science, mathematics and social studies," says games scholar Professor Constance Steinkuehler, a former White House analyst. | "Games have a larger effect on learning than traditional materials in particular areas, like language acquisition, science, mathematics and social studies," says games scholar Professor Constance Steinkuehler, a former White House analyst. |
"It's not just making the game, it's then about going back and assessing it - is it having the impact and educating in the way you hoped? | "It's not just making the game, it's then about going back and assessing it - is it having the impact and educating in the way you hoped? |
"If you're talking about games in the classroom, games aren't the only vehicle for learning. You have a teacher, you have peer interaction and a structure of activities, that all plays a role, whether it's productive or whether it's rubbish. | "If you're talking about games in the classroom, games aren't the only vehicle for learning. You have a teacher, you have peer interaction and a structure of activities, that all plays a role, whether it's productive or whether it's rubbish. |
"It's just like giving a textbook - you can have a fabulous one you can do great stuff with or not." | "It's just like giving a textbook - you can have a fabulous one you can do great stuff with or not." |
And Rovio is keen to point out that it is not just the games having an impact in the classroom. | And Rovio is keen to point out that it is not just the games having an impact in the classroom. |
"Angry Birds Playground is not an educational game, it's an educational environment," says Ms Lukander. | "Angry Birds Playground is not an educational game, it's an educational environment," says Ms Lukander. |
"We couldn't put Angry Birds stickers on learning and just export it. It's a lot of careful R&D and research. It's been in the works for two and a half years." | "We couldn't put Angry Birds stickers on learning and just export it. It's a lot of careful R&D and research. It's been in the works for two and a half years." |
What this means is more than just using a slingshot to launch birds at pigs. | What this means is more than just using a slingshot to launch birds at pigs. |
Cool vegetables? | Cool vegetables? |
Rovio has already worked with the publishers Penguin, National Geographic, Nasa, the National Geographic and others on educational books. It is not even branding itself as a games company but as a media company, | Rovio has already worked with the publishers Penguin, National Geographic, Nasa, the National Geographic and others on educational books. It is not even branding itself as a games company but as a media company, |
But it is not the only media company in educational games. | But it is not the only media company in educational games. |
At the more avant garde end of games aimed at educating children, there are shooting games attempting to make chewing vegetables seem cool right through to combating sexually transmitted infections with a choice of superhero characters like Willy the Kid. | At the more avant garde end of games aimed at educating children, there are shooting games attempting to make chewing vegetables seem cool right through to combating sexually transmitted infections with a choice of superhero characters like Willy the Kid. |
Yes, really. | Yes, really. |
More widely, Minecraft, the virtual world game, is being used in classrooms in all sorts of innovative ways. | More widely, Minecraft, the virtual world game, is being used in classrooms in all sorts of innovative ways. |
"Minecraft is one of the most important games for learning right now," says Prof Steinkuehler. | "Minecraft is one of the most important games for learning right now," says Prof Steinkuehler. |
"What kids are doing with Minecraft is mind-blowing. It's just amazing." | "What kids are doing with Minecraft is mind-blowing. It's just amazing." |
In a classroom at Reykjavik University in Iceland, just like many others, Minecraft is used as a 3D graphical interface to help young people understand the basics of telling a computer what to do. | In a classroom at Reykjavik University in Iceland, just like many others, Minecraft is used as a 3D graphical interface to help young people understand the basics of telling a computer what to do. |
According to MinecraftEdu, which is working with around 1,000 schools, the game is being used in every subject area across all school age groups, providing digital building blocks of what a lesson can demonstrate and teach. | According to MinecraftEdu, which is working with around 1,000 schools, the game is being used in every subject area across all school age groups, providing digital building blocks of what a lesson can demonstrate and teach. |
'Coercive' gaming | 'Coercive' gaming |
But interestingly, Minecraft is blocked by a number of school firewalls. | But interestingly, Minecraft is blocked by a number of school firewalls. |
And there are those who think games in the classroom do more harm than good. | And there are those who think games in the classroom do more harm than good. |
"Gaming in the classroom might be frivolous at worst or entertaining at best," says teacher and author Dr Gary Stager. | "Gaming in the classroom might be frivolous at worst or entertaining at best," says teacher and author Dr Gary Stager. |
Current systems of education, Dr Stager argues, are seen as "unpleasant, tortuous and create a league table of winners and losers". But games in the classroom are not the way to fix it. | Current systems of education, Dr Stager argues, are seen as "unpleasant, tortuous and create a league table of winners and losers". But games in the classroom are not the way to fix it. |
"The games developed for education tend to be a lot less fun, interesting and merely test prior knowledge," he says. | "The games developed for education tend to be a lot less fun, interesting and merely test prior knowledge," he says. |
"Worst of all, they're coercive. Adults are taking something kids love - games - and using them in a coercive fashion to deliver curriculum." | "Worst of all, they're coercive. Adults are taking something kids love - games - and using them in a coercive fashion to deliver curriculum." |
But the technology companies working with children see the move towards gaming and technology as inevitable. LeapFrog's LeapPad2 tablet device was one of the best-selling toys last year. | But the technology companies working with children see the move towards gaming and technology as inevitable. LeapFrog's LeapPad2 tablet device was one of the best-selling toys last year. |
"Children already live in a multi-screen environment," says Sally Plumridge, LeapFrog's international marketing director. | "Children already live in a multi-screen environment," says Sally Plumridge, LeapFrog's international marketing director. |
"The whole world they work in is much more interactive. Bringing gaming into their lives really allows them to develop those cognitive skills." | |
"There's still a need to learn in a traditional way; however, the way that traditional learning extends into new technologies just gives a different dimension to education and a more practical dimension. | "There's still a need to learn in a traditional way; however, the way that traditional learning extends into new technologies just gives a different dimension to education and a more practical dimension. |
"Children develop in role play and looking what their parents do. From a very early age, they see their parents with tablets and phones. | "Children develop in role play and looking what their parents do. From a very early age, they see their parents with tablets and phones. |
"Their instincts in that world of what to do and when to do it are much more enhanced than our own. We're learning it and they're growing up with it." | "Their instincts in that world of what to do and when to do it are much more enhanced than our own. We're learning it and they're growing up with it." |
Perhaps that is why so many parents look to their children for help when their phone stops working - they've spent 10,000 hours on these devices before they turn 21. | Perhaps that is why so many parents look to their children for help when their phone stops working - they've spent 10,000 hours on these devices before they turn 21. |
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