At the November 6, 2009 meeting, during the 3rd panel on Education, we spent a bit of time discussing gaming and current trends in educational initiatives. I thought attendees might like to know about a report that came out June 2009 titled "Game Changer: Advancing in Digital Play to Advance Children's Learning and Health". This report is online at http://www.joanganzcooneycenter.org/pdf/Game_Changer_FINAL.pdf
As the foreword to the report notes:
As younger and younger children participate in our
ubiquitous media culture, researchers are debating
the impact of digital games on children’s learning and
development. As University of Wisconsin professor
Kurt Squire has written, “A generation of youth has grown
up with games. Yet we know very little about what they are
learning playing these games.”
Games designed for a variety of platforms, including
computers, televisions, and mobile devices, constitute a
huge and growing market, dominated by products mainly
for teens and adults. At the same time, we are now seeing
a marked proliferation of digital games aimed at young
children and “tweens.” Many are marketed as educational,
but as the Cooney Center’s 2008 report D is for Digital
concluded, parents, teachers, and other caregivers
often have difficulty gauging which games are effective
learning tools and determining how best to use them.