Entertainment Software Association CEO Michael D. Gallagher testified to a House of Representatives committee this week to advocate the growing use of video games in the classroom.
Gallagher's testimony was delivered Tuesday to the House's Committee on Science, Space, and Technology as part of a hearing titled "STEM in Action: Inspiring the Science and Engineering Workforce of Tomorrow," which examined ways to improve science, technology, engineering and math (STEM) education and career encouragement.
"With the power to improve critical thinking and problem solving skills, games are next-generation learning tools that have the potential to transform the educational experiences of children across the country," Gallagher told the Representatives.
"We encourage educators and policy makers to take steps now to incorporate these resources into classrooms and ensure that our young people are equipped for success in emerging STEM careers."
When used as teaching devices, games can, according to the ESA, "help develop life skills and reinforce positive habits."
A full transcript of Gallagher's testimony, as well as an archived video of Tuesday's hearing, is available at the Committee's website.
As a teacher I always welcome any new tool I can add to my teaching arsenal, but I don't see a business model out there that will find much profit in designing educational games that will not only teach but also engage students. Basic physics engines are one thing, but who is going to design high quality content for The Red Badge of Courage without turning it into a FPS. Not to mention these games will have to run on 5+ year old computer equipment. There's some hope with HTML 5, but how much is a district willing to pay for such when there are so many other needs i.e. free lunch programs, supplies for low-income families etc...
Agreed - a traditional business model applied in the classroom isn't sustainable with rising development costs and dwindling school budgets. However, this assumes that a AAA game on a specific topic (i.e. Civil War) is even the best use of games in the classroom. What about a more tool-based approach? Game developers and educators could collaborate to build a flexible game editor designed for students to manipulate themselves in a project-based curriculum. This takes the focus off of content quality for students who “consume” a game, and places it on the process itself, where students are the creators. Either way, it’s clear that games are powerful engagement tools and need to be integrated somehow.