Last week I discussed Jane McGonigal’s somewhat radical concepts that video gamers have a very real chance of changing the world in various positive ways. This week, I’d like to expand on that discussion with some conclusive evidence that entertainment software has one excellent real-world application that may change the way we view video games forever: education.
I can tell you with no lack of conviction that my fondest memories of my pre-collegiate education have nothing to do with the wonderful things that I learned. In fact, if there was anything I enjoyed about school before I began pursuing a degree, it was the chance to meet people, make friends, and grow with them. “Studying”? That was for the birds. “Homework”? I thought it was an oxymoron. I just wanted to have fun. As a child, I always thought I would have plenty of time to “work” and “study” in my adult life. Of course, I was right.
I always found myself wondering, “Why can’t education be more entertaining?” Some teachers can pull it off, but, overall, the learning process is a boring one for most. Until now, that is. Enter The Quest to Learn, “a school for digital kids.” According to the MacArthur Foundation, the organization funding this new wave school, the current state of the digital world has presented us with some powerful tools for promoting education among society’s youth. Enrollment begins at the 6th grade level. However, if all goes according to plan, The Quest to Learn intends to expand this education through to the senior level.
I know what you’re thinking: “What about traditional areas of education like Math, Science, History, and English? What about Health and Wellness?” The Quest to Learn has it covered. The curriculum centers on four courses throughout the day that focus on all of these subjects, as well as an additional course that allows students to create their own video games. Each course presents students with a “quest,” and they complete these quests by engaging in digital and non-digital games that reveal answers to common educational questions. This method of delivering traditional education in a highly interactive and exciting way should prove to enhance academic retention across the board.
It makes sense, when you think about it. After all, this is the 21st century, the age of digital information and technology. Providing kids with in-depth exposure to this world at a young age is the best way to prepare them for the future. But the use of video games to improve education isn’t a concept that is only suitable in the classroom. Adults can use it, too. If you have ever had to sit through a ridiculous training video with that same old monotone narrator spilling the requirements of your job or the keys to work safety out before you in the most boring way possible, then you know where I’m going with this.
Organizations are implementing interactive software in their training processes on an increasing level. According to an article from Carnegie Mellon Today, there is even a game for training firefighters on proper response in an emergency situation. I recently took an assessment test at a customer service call center for a company that shall remain unnamed (don’t ask me what I was doing there), and I was confronted by a “video game” that features the applicant as a customer service representative taking various calls and choosing proper responses, filling out customer information, and taking orders for new products or services. It was actually pretty fun.
Children are not the only ones who learn well through play; we as adults can have fun and learn at the same time, too. Furthermore, I believe any learning experience is improved when it becomes entertaining. Who would have ever thought that video games were the key to unlocking our potential and presenting us with the most effective way to learn and retain information? Is this what William Higinbotham had in mind when he created “Tennis for Two” over 53 years ago to “convey the message that [the Brookhaven National Laboratory’s] scientific endeavors have relevance for society”? Well, maybe it was.