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The Educational Potential of Computer Games

Iruni Kalupahana JadeTimes Staff

I. Kalupahana is a Jadetimes news reporter covering Sports

 
The Educational Potential of Computer Games
Image Source : Danil Rudenko

Computer Games as Learning Tools


Computer games designed for education seek to improve the students' learning capabilities and knowledge in different fields. The idea of gaming for education was introduced by Loftus and Loftus in 1983 while suggesting that videos like Defender and Pac Man had more to provide than just entertainment. Much research was minimal at the time but the idea has slowly grown with the evolution in technology. Today, computer games take many forms, from massively multiplayer online games that can support thousands of players interacting with one another in rich and complex virtual worlds to simple, single player puzzles. They are also very different with respect to their narrative depth, complexity, and genre, which directly reflects their various applications in learning. For example, games like "Math Blaster" and "Carmen Sandiego" have been created especially with the purpose of successfully mastering mathematics and geography skills, respectively. That fact at least proves it is possible for games to be designed in a way to serve educational purposes.


Computer Games and Behavioral Change


Recently, research has explored computer games as a tool for observing and changing social behaviour. Two studies used a computer game to measure spontaneous social interactions under controlled conditions. Mancilla Caceres examined spontaneous behavior in the case of games of social tasks and with feedback mechanisms. A serious game was designed in another experiment to foster positive cyber bystander intervention behavior. Serious games are education based resources built to help to solve serious problems that exist in reality, like bullying and health behavior. An example of such a game is "Re Mission," which was designed to raise the adherence of young cancer patients to their treatment. The games have shown success in behavior modification. For instance, it was noted by Nocentini that the games engage players in virtual scenarios where immediate feedback facilitates learning and behavioral change in a way that is controlled but impactful.


The Educational Potential of Computer Games
Image Source : Alex Plavevski

The Impact of Serious Games


Such interventions based on serious games and gamification hold promise for improving mental and emotional health. Embedded with therapeutic approaches, such as cognitive behavioral therapy and biofeedback, serious games have been able to address a wide range of conditions, from depression to anxiety. For instance, there is this one game called "SPARX", which helps adolescents manage their depression by developing CBT skills. Another approach to extend the effectiveness of these games involves gamification strategies, whereby game like elements are applied to non game contexts. Examples include the use of "Headspace" for mindfulness training and "Habitica" for habit building. While these tools are still embryonic, research is promising, however, more work needs to be done to ensure these innovative methods enhance therapeutic outcomes. Small exploratory studies have also suggested a possible benefit for the management of psychotic disorders, showing that games and gamification can support the development of cognitive and emotional skills.


Challenges and Future Directions


Despite this potential, effectiveness in computer games for educational and therapeutic settings is beset with challenges in research. A lot of the literature is at an early stage, with most studies being small scale and often conducted by the developers of the interventions themselves. This brings about the need for further and more stringent independent research, besides the development of standardized evaluation criteria. Furthermore, the dynamic rate of change within technological innovation sets the baseline for constant updates of methodologies and guidelines. For future studies, further development of the evidence quality will be undertaken, as well as studies about the potential of emerging technologies and user centered design principles. Addressing the identified challenges allows computer games and gamification to be better implemented into clinical and educational applications by providing solutions to advance mental health and learning outcomes globally.

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