TMP: Video Games in Education
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
- 📉 There's been a noted decline in creativity among American children since the 1990s, with the pandemic exacerbating the issue.
- 🧠 Creativity's decline is linked to a focus on test scores and memorization over critical thinking and unique problem-solving skills.
- 📈 Children aged five to six are the most affected by the creativity crisis, leading to a culture of conformity.
- 🏫 Traditional educational environments are criticized for being outdated and not preparing students for real-world challenges.
- 🎮 Video games are proposed as a solution to increase engagement and provide a unique way to learn, particularly in elementary education.
- 🌟 Video games, such as Minecraft, can be used as educational resources to teach concepts like the importance of trade in society.
- 💡 The gaming industry could create more games specifically for education, leading to a richer pool of resources for schools.
- 📈 The implementation of video games in education is seen as beneficial for boosting reading, social problem-solving, and imaginative skills.
- 🚀 Video games can help students overcome the fear of failure, a critical skill for personal and academic growth.
- ⚖️ 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
🎮 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.
📚 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.
🤔 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
💡Creativity Crisis
💡Out-of-the-box Thinking
💡Conformity
💡Critical Thinking Skills
💡Memorization
💡Video Games in Education
💡Minecraft
💡Technology in Classrooms
💡Fear of Failure
💡Elementary School
💡STEM Jobs
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
ready
so we're doing video games in American
Education
so in recent years there's been a
creativity crisis
where um
too little on outbox thinking which is
fluid or original thinking so it's been
declining since 19 the 1990s until 2017
and has been damaged even worse by the
pandemic so in a study done by Kim Kim
Lee who's the former chair of the
National Association of give children
she found that children in general
create fewer ideas or solutions to
open-ended questions and they produce
less unique or unusual ideas to those in
previous decades and they found out that
ages five to six
um were affected the most
um this promotes this culture of
Conformity because there's this lack of
creativity
since children are so focused on test
scores or getting good grades they know
that they can just memorize information
or drill formulas and they'll be okay
there's no preparation for the real
world because they lack the critical
thinking skills or unique problem
solving capabilities for work or
relationships
um they believe that culture or
creativity belongs outside of the
classroom and these young children are
impressionable so they focus less
in general in school because they know
can they can just memorize or do well as
the internet steps
and um
schools focus on these tested subjects
things like the Arts or subjective
thinking it's devalued and teaching
culture is very lecture heavy now so
it's not like Hands-On and they can't
use clinical things
outdated educational environments based
technical instruments
and students a lack of book focused
students are today displaying in the
classroom 45 of students are reported as
being engaged in a classroom meaning
that a little over 50 percent of
students find themselves talking in
proper interactment or a firm
understanding with what is being taught
not only does outdated educational
environments limit student creativity
but they also limit the amount of
exposure that students receive from
technology-based environments that
continue to evolve around this today
implementing video games in schools
propose a way for students to feel more
engaged be offered a new unique way to
learn and have an increased attention
right I've seen on the photo displayed
outdated Educational Systems limit
students creativity discipline and
intelligence will also
while also providing slim room for their
own engagement individuality and overall
growth that they have the potential to
display in the costume
so our first solution is using video
games as a resource in the class so
video games are meant to be used as a
resource but not as a curriculum in this
solution so instead of using video games
to teach they can be used as an example
to return back to that so students can
relate it to the subject or whatever the
teacher is trying to show so teachers
can use games like Minecraft as an
educational resource to teach how trade
is important for society to develop to
develop and this quote by Will
Richardson co-founder of modern learner
states that if we are preparing kids for
their future and if we accept that they
will enter a Workforce profoundly
Changed by technology and globalization
then there's no reason to avoid video
games in education
so the entire American society has
progressed and immersed himself into the
newcoming of Technology how come this
new Technologic new technologies are not
used in classroom environments
the American classroom has not changed
since its Creation in the 1830s
and students have been sitting in
classrooms listening to their teachers
lecture without significant change in
in the resources teachers use
video games allow for children to
overcome the fear of failure provided by
Homer in all video games you do not
simply give up after failing once but by
overcoming the obstacle presented in
front of you and trying on numerous
times
with this solution the school can use
video games as a resource or any game to
or any other game to connect with the
lesson they are trying to teach and
students should be able to connect to
the modern world allowing for the
educational system to finally develop
alongside the rest of the world
an additional solution is having video
games specifically in elementary school
because as mentioned earlier the
creativity crisis affects mainly
elementary students and implementing the
game implementing the gaming industry
into education would be beneficial
because according to belski a writer for
understood.org gamers have proved to
boost students reading social problem
solving social and imaginative skills
via video games and it would be
especially helpful to Elementary
students additionally video games for
elementary students have already been
Incorporated and proved to be valuable
so video games have already been
valuable in education today and
according to iberdrola Global energy
organization video games are more
interactive and enjoyable than
traditional lectures so it allows it
allows the engagement aspect of students
in elementary schools to be better and
additionally if businesses started to
realize that more and more video games
are being implemented into education
they would start creating video games
specifically for education so there
would be more resources available at
schools
and in order for the implementation uh
since video games already exists in
education today it wouldn't be out of
the ordinary to just Implement to
implement more and more of them just uh
gradually and the increase in technology
means that there's going to be more stem
jobs in the future so there's going to
be a higher demand and in order to help
combat this
uh stem stem has a very hard
introductory class like in like capules
and having calculus you can make video
games to help the education aspect in
calculus to help students and an example
of this is The Game mission Prime as
seen here which deals with a trivial
calculus concept called optimization
which helps students uh overcome
difficulties with optimization with
without the fear of failure and
additionally teachers are able to
incorporate uh games into their
education process without any risk
because if it doesn't prove to be
effective for them they can simply just
not incorporate it in the future
so pros and cons of these Solutions Pros
are students can get used to using to
use technology in their lives they can
problem solve better and they can learn
a central skills during their most
critical periods which is elementary
school and video games are more engaging
than traditional lessons and can be more
appealing to the younger students some
cons of implementing video games into uh
education is that there would be an
increase in addiction for video games
decreased attention span and people may
become more disengaged when they have to
do traditional election
lectures rather than education or rather
than video games
[Music]
so we're going to ask each of you folks
question uh naira
reflecting on your colleague's work
which one had the greatest impact on
your overall understanding of the
problem your group identified
um I had like some things about
education in my own
research however I think simran also had
some things about how video games affect
the brain
and although it's not like explicitly
stated in our
um
presentation it helps like my general
understanding about how to write like
our intro and establish the problem
uh Logan
what is a way in which your team's
resolution makes you think differently
about your own individual research
so when I initially did my research it
was all about like the future of uh the
video game industry and I didn't really
focus all that much in education so when
I actually looked and saw or looked and
saw my other peers papers and noticed
that they were talking a lot about
education instead of focusing on just
the future of like video game technology
wise I also started to think about like
how education in the future was going to
be different because of the video
industry
uh Rishi which group members individual
report was the most influential in the
team solution
if our team solution was based on
education and naira's in most of her
entire paper was on the educational part
of video games and how they can be
implemented
an instant run
who in your group Define to be the most
contradictory to your personal opinion
and why
to my personal yeah right
like uh who in your group do you find to
be the most contradictory to your
personal opinion and why
[Music]
because I didn't really like think about
video games in a broad since like since
mine was more like so I didn't think
about like the futuristic um video games
and like how broad it could be
implemented into a different Society
okay thank you very much
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