TEXT D If the Federation of
American Scientists made a list of educational video games, you might expect to
find Oregon Trail, the story of Conestoga wagons trekking into the American
West, or the geography favorite Where in the World Is Carmen Sandiego And don’t
forget Half Life 2. That’s the one where you burn alien zombies to death with
exploding barrels of fuel. OK, that’s exaggerating--but only a
little. Where parents see hours wasted in front of a screen, these scientists
see potential. An FAS study released this week, titled "Harnessing the Power of
Video Games for Learning," reports that best-selling games are built in
surprisingly pedagogical ways. Players improve at their own pace. Beating a
level requires experimentation, failure and learning from mistakes. Most new
games can be played online, requiring collaboration and leadership. Game play is
precisely calibrated to balance challenge and progress. It’s a stark contrast to
a typical classroom in which one teacher tries to engage 30 students with
printed information. "It’s like hiring an individual tutor for every student,"
says FAS president Henry Kelly of using video games to teach. "There’s a big
argument going on now about whether kids are being tested too much or too
little. In a .game, you’re continuously being tested and you don’t mind
it." Some commercial games are already being used in the
classroom. The Civilization series lets users build empires in ancient Persia
and other historical periods, and RollerCoaster Tycoon, where players construct
a theme park, combines physics and business management. And the U. S. military
makes extensive use of video simulations: the Army reports 7.6 million users
have registered for America’s Army, a training and recruiting game.
The report calls for a new generation of educational games that are as
immersive and graphics-intensive as megabudget titles like Madden NFL 07 and
Battlefield 2142. "When you show a child a traditional educational game, they’ll
roll their eyes," says Kay Howell, a coauthor of the study. "But I don’t think
they roll their eyes because it’s learning; I think it’s because there’s such a
huge and obvious gap in quality compared to what they play at home." The federal
government, she says, should close that gap by underwriting new game-publishing
houses. But some educational observers find the video game
recommendations too unorthodox. "This is really silly," says Chester E. Finn,
president of the Thomas B. Fordham Foundation, a K-12 education research group
in Washington. "Are they next going to propose government-funded studies of the
educational value of comic books, reality TV shows and instant messaging" Other
critics contend the report’s recommendations shouldn’t be seen as a cure all.
"We think it’s a good idea that this stuff is being explored," says Chad Colby,
a spokesman for the Department of Education. "People do tend to look at these
things as silver bullets, or a fix in themselves, when it’s really one tool out
of many." The larger problem with the federation’s ideas, Colby says, is a lack
of familiarity with how education funding works: only 8.3 percent of the
country’s total education budget comes from the federal government, and most of
that is targeted toward students in poverty. The study’s
recommendations might be hard to implement: not all school districts have
computers and networks capable of running high-end games. The FAS report calls
for the production of games that can be Web-based and downloadable to PCs, but
it might be less expensive to design games for the established consoles that
many families already have at home. "These are technologies that kids and young
adults are living with every day of their lives," says Howell. "Why do we
expect" The Federation of American Scientists believes that ______.
A.it is a waste of time to play video games. B.some video games are beneficial to children. C.such games as Half-Life 2 is unforgettable. D.the function of some videogames is exaggerating.