TMP: Video Games in Education

MICHAEL KESTLINGER
17 Feb 202310:11

Summary

TLDRThe video discusses the creativity crisis in American education, noting a decline in out-of-the-box thinking since the 1990s, exacerbated by the pandemic. It emphasizes the impact on children aged five to six, leading to a conformity-focused culture due to an overemphasis on test scores. The script suggests using video games in classrooms to boost engagement and creativity, with examples like Minecraft for teaching societal development. It also addresses the potential for video games to enhance learning in elementary schools, fostering critical skills. The video acknowledges the risk of video game addiction and decreased attention span but concludes that the benefits of integrating games into education outweigh the cons.

Takeaways

  • ๐Ÿ“‰ There's been a noted decline in creativity among American children since the 1990s, with the pandemic exacerbating the issue.
  • ๐Ÿง  Creativity's decline is linked to a focus on test scores and memorization over critical thinking and unique problem-solving skills.
  • ๐Ÿ“ˆ Children aged five to six are the most affected by the creativity crisis, leading to a culture of conformity.
  • ๐Ÿซ Traditional educational environments are criticized for being outdated and not preparing students for real-world challenges.
  • ๐ŸŽฎ Video games are proposed as a solution to increase engagement and provide a unique way to learn, particularly in elementary education.
  • ๐ŸŒŸ Video games, such as Minecraft, can be used as educational resources to teach concepts like the importance of trade in society.
  • ๐Ÿ’ก The gaming industry could create more games specifically for education, leading to a richer pool of resources for schools.
  • ๐Ÿ“ˆ The implementation of video games in education is seen as beneficial for boosting reading, social problem-solving, and imaginative skills.
  • ๐Ÿš€ Video games can help students overcome the fear of failure, a critical skill for personal and academic growth.
  • โš–๏ธ While video games can enhance engagement and learning, there are concerns about potential addiction and decreased attention spans.

Q & A

  • What is the 'creativity crisis' mentioned in the script?

    -The 'creativity crisis' refers to a decline in out-of-the-box thinking, or original thinking, which has been on the decline since the 1990s until 2017, and has been further exacerbated by the pandemic.

  • How has the pandemic impacted creativity among children?

    -The pandemic has worsened the creativity crisis by further limiting children's ability to think creatively, as they have been more focused on test scores and memorization rather than developing critical thinking and problem-solving skills.

  • What age group is most affected by the creativity crisis according to the study by Kim Lee?

    -Children aged five to six are the most affected by the creativity crisis, as they are in a critical stage of cognitive development.

  • Why does the script suggest that there is a culture of conformity in schools?

    -The script suggests a culture of conformity exists because of the emphasis on test scores and grades, leading to a lack of creativity and critical thinking, as students rely on memorization and formulaic learning.

  • How does the script propose using video games as a solution to the creativity crisis?

    -The script proposes using video games as a resource in the classroom to engage students, offer a unique way to learn, and increase attention, rather than as a complete curriculum.

  • What is the significance of using games like Minecraft in education as mentioned in the script?

    -Games like Minecraft can be used to teach concepts such as the importance of trade for societal development, making learning more interactive and relatable.

  • Why is it important to implement video games in education according to Will Richardson's quote in the script?

    -Will Richardson's quote emphasizes the importance of video games in education because they can prepare kids for a future workforce that will be significantly influenced by technology and globalization.

  • What is the argument for having video games specifically in elementary school education?

    -Video games in elementary school can boost students' reading, social problem-solving, and imaginative skills, making education more interactive and enjoyable, which is particularly beneficial for younger students.

  • How can video games help students overcome the fear of failure as suggested in the script?

    -Video games help students overcome the fear of failure by encouraging them to try numerous times to overcome obstacles, which is a common feature in gaming.

  • What are some potential cons of implementing video games into education as discussed in the script?

    -Some potential cons include an increase in video game addiction, decreased attention span, and the possibility of students becoming more disengaged with traditional lectures.

  • How does the script suggest businesses can contribute to the integration of video games in education?

    -The script suggests that as businesses realize the increasing implementation of video games in education, they may start creating video games specifically designed for educational purposes, providing more resources for schools.

Outlines

00:00

๐ŸŽฎ Video Games in American Education: A Solution to the Creativity Crisis

The paragraph highlights a creativity crisis in American education, where out-of-the-box thinking has been on the decline since the 1990s, exacerbated by the pandemic. A study by Kim Lee indicates that children, particularly ages five to six, are creating fewer unique ideas compared to previous decades. This has led to a culture of conformity and a lack of critical thinking skills. The paragraph suggests that integrating video games into education can increase student engagement, provide a unique way to learn, and develop problem-solving capabilities. It proposes using games like Minecraft as educational resources and emphasizes the need for the American classroom to evolve with technology.

05:02

๐Ÿ“š The Impact of Video Games on Elementary Education and Future STEM Careers

This paragraph discusses the benefits of incorporating video games into elementary education, noting that they are already being used effectively. Video games are found to be more interactive and enjoyable than traditional lectures, which can boost engagement among students. The paragraph also suggests that businesses could create educational video games, leading to more resources for schools. It mentions the potential for video games to help with complex subjects like calculus through games like Mission Prime, which teaches optimization. The paragraph concludes by weighing the pros and cons of using video games in education, such as increased technology use, better problem-solving skills, and engagement, against the risks of video game addiction and decreased attention spans.

10:04

๐Ÿค” Reflecting on the Integration of Video Games in Education

The final paragraph is a reflective discussion among team members about the impact of their research on their understanding of the role of video games in education. They consider how video games can affect the brain and change their perspectives on education. The team members discuss how their research has influenced their views on the future of video games and education, and how it has made them think differently about the potential of video games to shape educational practices and societal norms.

Mindmap

Keywords

๐Ÿ’กCreativity Crisis

The 'Creativity Crisis' refers to a decline in creative thinking and originality among children, as observed since the 1990s and exacerbated by the pandemic. In the video, this crisis is linked to a focus on test scores and memorization over critical thinking and problem-solving skills, leading to a culture of conformity. The script mentions that children, particularly those aged five to six, are creating fewer unique ideas compared to previous decades.

๐Ÿ’กOut-of-the-box Thinking

Out-of-the-box thinking, also known as 'fluid or original thinking,' is the ability to think creatively and come up with innovative solutions. The video suggests that this type of thinking has been on the decline, which is problematic as it is essential for adapting to the real world and fostering critical thinking skills.

๐Ÿ’กConformity

Conformity in the context of the video refers to the adherence to standard norms and practices, often at the expense of individual creativity. It is highlighted as a negative outcome of the educational system's focus on test scores, which discourages students from thinking independently and creatively.

๐Ÿ’กCritical Thinking Skills

Critical thinking skills involve the ability to analyze, evaluate, and synthesize information to solve problems. The video argues that these skills are lacking in the current educational system, which is more focused on memorization and test scores rather than preparing students for real-world challenges.

๐Ÿ’กMemorization

Memorization is the process of learning and retaining information through repetition. The video script criticizes the overemphasis on memorization in education, suggesting that it leads to a lack of preparation for real-world scenarios that require more than just recalling facts.

๐Ÿ’กVideo Games in Education

The video proposes the use of video games as a tool in education to increase engagement and provide a new way of learning. It suggests that video games can be used as resources to connect with lessons, promote creativity, and enhance problem-solving skills, as opposed to being solely for entertainment.

๐Ÿ’กMinecraft

Minecraft is mentioned in the video as an example of a video game that can be used as an educational resource. It is highlighted for its potential to teach concepts like trade and societal development, showcasing how gaming can be integrated into the curriculum to make learning more interactive and engaging.

๐Ÿ’กTechnology in Classrooms

The video discusses the need for incorporating technology, including video games, into classrooms to keep pace with societal advancements. It points out that American classrooms have not significantly evolved since the 1830s, and integrating technology could help bridge this gap and make education more relevant to modern times.

๐Ÿ’กFear of Failure

The 'Fear of Failure' is addressed as a barrier to creativity and learning. The video suggests that video games can help overcome this fear by encouraging repeated attempts and resilience, which is a valuable skill that can be transferred to academic and real-world scenarios.

๐Ÿ’กElementary School

The video emphasizes the importance of implementing video games in elementary education, as this is a critical period for developing creativity and foundational skills. It suggests that video games can boost reading, social problem-solving, and imaginative skills, particularly beneficial for younger students.

๐Ÿ’กSTEM Jobs

STEM jobs, which stand for Science, Technology, Engineering, and Mathematics, are highlighted as a growing sector in the future workforce. The video implies that integrating video games and technology into education can prepare students for these fields, which require innovative and problem-solving abilities.

Highlights

Creativity crisis in American education has been declining since the 1990s, with a more significant impact observed post-pandemic.

Children today produce fewer unique ideas compared to previous decades, with ages five to six being the most affected.

The current education system promotes conformity over creativity, focusing on test scores and memorization.

Lack of creativity in students is linked to an outdated education system that doesn't prepare them for real-world critical thinking and problem-solving.

Outdated educational environments limit student creativity and engagement, with over 50% of students reported as disengaged in classrooms.

Video games are proposed as a solution to increase student engagement and provide a unique way to learn.

Video games can be used as an educational resource to teach complex concepts like trade in society.

American society has embraced technology, yet classrooms have not significantly evolved since the 1830s.

Video games can help students overcome the fear of failure, a critical skill for learning.

Elementary students, who are most affected by the creativity crisis, can benefit from video games that boost reading, social problem-solving, and imaginative skills.

Video games are more interactive and enjoyable than traditional lectures, increasing student engagement.

Businesses may start creating video games specifically for education, providing more resources for schools.

Video games can be gradually implemented into education to help combat the future demand for STEM jobs.

Video games can be used to teach difficult subjects like calculus, making complex concepts more approachable.

Teachers can incorporate video games into their curriculum without risk, as they can be easily discontinued if not effective.

Potential cons of implementing video games in education include increased addiction, decreased attention span, and disengagement from traditional lectures.

Transcripts

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ready

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so we're doing video games in American

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Education

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so in recent years there's been a

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creativity crisis

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where um

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too little on outbox thinking which is

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fluid or original thinking so it's been

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declining since 19 the 1990s until 2017

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and has been damaged even worse by the

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pandemic so in a study done by Kim Kim

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Lee who's the former chair of the

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National Association of give children

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she found that children in general

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create fewer ideas or solutions to

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open-ended questions and they produce

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less unique or unusual ideas to those in

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previous decades and they found out that

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ages five to six

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um were affected the most

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um this promotes this culture of

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Conformity because there's this lack of

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creativity

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since children are so focused on test

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scores or getting good grades they know

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that they can just memorize information

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or drill formulas and they'll be okay

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there's no preparation for the real

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world because they lack the critical

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thinking skills or unique problem

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solving capabilities for work or

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relationships

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um they believe that culture or

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creativity belongs outside of the

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classroom and these young children are

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impressionable so they focus less

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in general in school because they know

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can they can just memorize or do well as

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the internet steps

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and um

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schools focus on these tested subjects

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things like the Arts or subjective

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thinking it's devalued and teaching

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culture is very lecture heavy now so

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it's not like Hands-On and they can't

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use clinical things

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outdated educational environments based

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technical instruments

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and students a lack of book focused

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students are today displaying in the

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classroom 45 of students are reported as

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being engaged in a classroom meaning

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that a little over 50 percent of

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students find themselves talking in

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proper interactment or a firm

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understanding with what is being taught

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not only does outdated educational

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environments limit student creativity

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but they also limit the amount of

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exposure that students receive from

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technology-based environments that

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continue to evolve around this today

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implementing video games in schools

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propose a way for students to feel more

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engaged be offered a new unique way to

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learn and have an increased attention

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right I've seen on the photo displayed

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outdated Educational Systems limit

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students creativity discipline and

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intelligence will also

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while also providing slim room for their

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own engagement individuality and overall

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growth that they have the potential to

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display in the costume

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so our first solution is using video

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games as a resource in the class so

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video games are meant to be used as a

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resource but not as a curriculum in this

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solution so instead of using video games

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to teach they can be used as an example

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to return back to that so students can

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relate it to the subject or whatever the

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teacher is trying to show so teachers

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can use games like Minecraft as an

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educational resource to teach how trade

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is important for society to develop to

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develop and this quote by Will

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Richardson co-founder of modern learner

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states that if we are preparing kids for

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their future and if we accept that they

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will enter a Workforce profoundly

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Changed by technology and globalization

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then there's no reason to avoid video

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games in education

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so the entire American society has

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progressed and immersed himself into the

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newcoming of Technology how come this

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new Technologic new technologies are not

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used in classroom environments

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the American classroom has not changed

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since its Creation in the 1830s

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and students have been sitting in

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classrooms listening to their teachers

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lecture without significant change in

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in the resources teachers use

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video games allow for children to

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overcome the fear of failure provided by

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Homer in all video games you do not

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simply give up after failing once but by

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overcoming the obstacle presented in

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front of you and trying on numerous

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times

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with this solution the school can use

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video games as a resource or any game to

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or any other game to connect with the

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lesson they are trying to teach and

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students should be able to connect to

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the modern world allowing for the

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educational system to finally develop

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alongside the rest of the world

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an additional solution is having video

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games specifically in elementary school

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because as mentioned earlier the

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creativity crisis affects mainly

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elementary students and implementing the

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game implementing the gaming industry

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into education would be beneficial

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because according to belski a writer for

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understood.org gamers have proved to

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boost students reading social problem

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solving social and imaginative skills

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via video games and it would be

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especially helpful to Elementary

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students additionally video games for

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elementary students have already been

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Incorporated and proved to be valuable

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so video games have already been

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valuable in education today and

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according to iberdrola Global energy

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organization video games are more

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interactive and enjoyable than

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traditional lectures so it allows it

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allows the engagement aspect of students

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in elementary schools to be better and

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additionally if businesses started to

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realize that more and more video games

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are being implemented into education

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they would start creating video games

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specifically for education so there

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would be more resources available at

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schools

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and in order for the implementation uh

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since video games already exists in

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education today it wouldn't be out of

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the ordinary to just Implement to

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implement more and more of them just uh

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gradually and the increase in technology

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means that there's going to be more stem

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jobs in the future so there's going to

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be a higher demand and in order to help

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combat this

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uh stem stem has a very hard

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introductory class like in like capules

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and having calculus you can make video

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games to help the education aspect in

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calculus to help students and an example

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of this is The Game mission Prime as

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seen here which deals with a trivial

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calculus concept called optimization

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which helps students uh overcome

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difficulties with optimization with

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without the fear of failure and

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additionally teachers are able to

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incorporate uh games into their

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education process without any risk

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because if it doesn't prove to be

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effective for them they can simply just

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not incorporate it in the future

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so pros and cons of these Solutions Pros

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are students can get used to using to

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use technology in their lives they can

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problem solve better and they can learn

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a central skills during their most

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critical periods which is elementary

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school and video games are more engaging

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than traditional lessons and can be more

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appealing to the younger students some

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cons of implementing video games into uh

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education is that there would be an

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increase in addiction for video games

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decreased attention span and people may

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become more disengaged when they have to

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do traditional election

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lectures rather than education or rather

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than video games

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[Music]

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so we're going to ask each of you folks

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question uh naira

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reflecting on your colleague's work

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which one had the greatest impact on

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your overall understanding of the

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problem your group identified

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um I had like some things about

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education in my own

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research however I think simran also had

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some things about how video games affect

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the brain

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and although it's not like explicitly

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stated in our

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um

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presentation it helps like my general

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understanding about how to write like

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our intro and establish the problem

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uh Logan

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what is a way in which your team's

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resolution makes you think differently

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about your own individual research

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so when I initially did my research it

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was all about like the future of uh the

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video game industry and I didn't really

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focus all that much in education so when

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I actually looked and saw or looked and

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saw my other peers papers and noticed

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that they were talking a lot about

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education instead of focusing on just

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the future of like video game technology

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wise I also started to think about like

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how education in the future was going to

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be different because of the video

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industry

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uh Rishi which group members individual

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report was the most influential in the

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team solution

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if our team solution was based on

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education and naira's in most of her

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entire paper was on the educational part

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of video games and how they can be

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implemented

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an instant run

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who in your group Define to be the most

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contradictory to your personal opinion

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and why

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to my personal yeah right

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like uh who in your group do you find to

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be the most contradictory to your

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personal opinion and why

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[Music]

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because I didn't really like think about

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video games in a broad since like since

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mine was more like so I didn't think

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about like the futuristic um video games

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and like how broad it could be

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implemented into a different Society

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okay thank you very much

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Related Tags
Video GamesEducational ImpactCreativity CrisisStudent EngagementProblem SolvingTechnology in ClassGame-Based LearningElementary EducationInnovative TeachingFuture Workforce