Computer games have something to teach us ... and maybe even improve our brains. The work of Adam Gazzaley at the University of California San Francisco (UCSF) has garnered evidence that computer games can be designed to improve brain function in such areas as "multi-tasking" or the ability to shift attention priorities rapidly with low loss of critical information.
Parents and educators have long held
the hope that the great attraction of video games might be harnessed in the
service of learning. Who hasn’t seen
teens repeatedly defer homework while playing games? What if we could make learning as compelling
as a video game? There have been many
forays along these lines. The first use
of computers in education were little more than digital flashcards and, once
you got used to the (then in the 1970’s) novelty of using a computer for
learning, it was just as boring as using physical flashcards. Anne McCormick, a teacher in inner city
Buffalo, NY schools, re-envisioned the concept of learning with computers by
creating “learning games,” such as Rocky’s Boots. Computer game developers are adept at
designing games that are highly compelling.
All learning changes brain structure,
whether that learning occurs in a traditional lecture format or via video
game. But that does not mean that all
learning is equal in terms of its effectiveness and its efficiency. Traditional lecture learning, in fact, can be
among the least effective ways to learn if the students are simply passively
letting the lecture wash over them.
Active learning is not only more effective in terms of the amount
retained, but also efficient in creating brain structures that enable the
student to use their knowledge to solve problems, whether it is quadratic
equations or removing a brain tumor.
This is why hands-on, inquiry science instruction is so much effective,
as well as more interesting than read-the-chapter-and-answer-the-questions
approaches. Gazzalay’s work opens up the
exciting possibilities of also improving brain function and underlying
capabilities, as well as building knowledge structures.
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