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Computer and video games have long been recognised for their entertainment value. Their role as a valuable educational tool is only beginning to be realised and explored. As technology has quickly defined itself within society as the way of the future, many social constructs have felt the effects.

The education system is undeniably one of the most valued constructs within society, and one that is continually being reevaluated and adapted to a changing world. The growing use of computer games within education represents a shift in thinking away from computer games being viewed solely as entertainment devices, and towards the medium being recognised for its massive potential within the area of education.

The potential for computer-based learning to make a significant impact on the education system is not without its risks. Currently, most of the risks being explored relate to the impact this technology/education convergence will have on the role of teachers. Some research suggests that an increase in the use of computer-based learning could in fact have very positive effects in the classroom for both teachers and students alike. Teachers could perhaps focus their more traditional lessons on develop students’ ‘critical thinking, social skills, sense of empathy, community involvement, respect for diversity, and interpersonal communication’(Bergen, 2001:115).

Most learning in the future will occur through a learning/enjoyment combination of experience (Bergen, 2001:115). The notion of ‘edu-tainment’ is being used to describe the convergence of computer game technology and education. This relationship is both an example of how technology shapes society, and also of how technology such as computer games can be adapted to suit and enhance existing societal frameworks such as education.

As computer games are being adapted to the education system, other important issues are being brought to attention. The issues of classification and content regulation for example, highlight the important for educational game developers to design games that exhibit a balance between entertainment and education.

Web initiatives such as MIT and Microsoft’s Games-To-Teach Project stress the importance of recognising the shift in education towards technology. This project is one of the increasing number of technological initiatives that are taking significant strides towards ‘developing immersive worlds, interactive story, and tackling a broader range of themes of human experience for the purpose of enhancing educational frameworks’(Games-To-Teach).


References:
Bergen, D. (2000/2001) ‘Education or Edu-tainment?’ Childhood Education, vol.77, no.2, pp. 114-117 [Online]. Available: Academic Research Database. [Accessed 3 Aug. 2004].

Education Arcade [Homepage of The Games-To-Teach Project] [Online]. 2004- last update. Available: www.educationarcade.org[Accessed 8 Aug. 2004].


Useful Links:
Computer Games & Education - Content Regulation

Computer Games & Education - Implications for Game Developer’s

--Dannii Foley 10:09, 29 Oct 2004 (EST)

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