In 2020, the President’s Council of Advisors on Science and Technology found that the nation needs to create the STEM workforce of the future. One of the reasons students drop or switch out of science, technology, engineering and math programs is because of the difficulty of introductory courses such as calculus.
From my standpoint as a video game designer and scholar who specializes in game-based learning, I don’t see a need to limit video game play among students during the school week. Instead, I see a need to expand it - and to do so during the regular school day.Video games are one of the most popular mediums of our times. One estimate shows that by 2025, the global gaming market will amount to USD 268.8 billion annually - significantly higher than the USD 178 billion it is in 2021.
The money spent on gaming does not just facilitate a virtual escape from the real world. Scholars such as James Paul Gee, a longtime literacy professor, have repeatedly shown that video games can be used to facilitate learning in the K-12 classroom. Education writer Greg Toppo reached the same conclusion in his critically acclaimed book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter.”A long historyThe use of video games in the classroom is nothing new. Many people who went to school in the 1970s through the 1990s may recall the iconic video game The Oregon Trail, which made its debut in a classroom in 1971.
In the game, players lead a group of settlers across the Midwest following in the footsteps of Lewis and Clark. The game came just before the video game industry was established with the 1972 release of the video game Pong, an electronic version of table tennis.Even though educational video games have been used in classrooms for 50 years - and despite the fact that research shows educational games can be effective - they are not that common in classrooms today.
Many educational games have been released since the days of The Oregon Trail. Some of the most popular are: Where in the World Is Carmen Sandiego?,Math Blaster!, Zoombinis, iCivics, DragonBox Algebra and History Maker VR. Most games are for pre-K to elementary school students.
Here are five reasons why I think video games should be used in every classroom.“We believe business users that are paying for a license will likely maintain it if they are still using video meetings a couple times per week or more,” Auty said. “The one area that is likely to be more volatile in terms of churn are the accounts with less than 10 employees that also include consumer use cases.”
JMP analyst Patrick Walravens, who has a hold rating on the stock, said Zoom’s smaller customers are likely to be the biggest source of churn, and that the company’s biggest threat comes from Microsoft Corp.’sMSFT,