Children’s gaming is a fast-paced and growing industry that aims to do more than just entertain. Educational games are created to help children build necessary skills beyond the classroom environment. While there are many that argue that these games are harmful to education there are those that believe this technology is allowing children to develop and learn more than ever before.
For the research project I will be aiming to investigate educational games and the role of digital technology in children’s digital culture. This includes the growth and development of these games, as well as the effects on children and education.
This year I am also completing DIGC310, where I will be creating a pitch for the development of an educational game for children, which aims to teach children about health and nutrition. This pitch will be the case study for my research and I will be integrating the research I do for the pitch into this project.
I am beginning this research by looking at popular educational games used by kids today. Mathletics for example, is an online game that aims to develop the maths skills of children in both primary and secondary school. The game is played all over that world and allows children from different countries compete against each other in maths games. These games and activities are based on outcomes and requirements of relevant curriculums and players are given rewards, points and incentives to encourage participation.
‘You do the math’: Mathletics and the play of online learning is an article, which analyses research conducted by the University of Melbourne on Mathletics. “The findings are drawn from a study of children’s technology use and offers insights into the developing possibilities and challenges emerging through the adoption of Web 2.0 applications for learning and education” (Nansen, et al. 2012, p. 1231). The article concludes that while it can be argued that the design, governance and ownership of such software can shape children’s context and relations of learning, the study showed positive outcomes for children who played the game as its variability caters for teachers, parents and children and the game complements classroom learning.
While there are many articles like the one above on educational games and technology, I have also found various videos and articles that are relevant to the topic. Therefore, I would like to present this research in the form of a Prezi. It will allow me to include aspects of the DIGC310 game pitch as well as any other relevant visual and written content.
Nansen, B., Chakraborty, K., Gibbs, L., Vetere, F. and MacDougall, C., 2012. ‘You do the math’: Mathletics and the play of online learning, New Media & Society, vol. 14, no. 7, pp.1216-1235.