You may remember Zoombinis, Oregon Trail, and early typing games like Jump Start. These were some of the first widely available computer games in the 1980s and 1990s. Since then, the eLearning market has experienced phenomenal growth around the globe, with estimates placing revenue from learning games at $107 billion in 2015 alone.
Research swings both ways on the usefulness of eLearning. In his book “e-Learning and the Science of Instruction”, educational psychologist Richard Mayer, Ph.D., notes “The benefits gained from these new technologies will depend on the extent to which they are used in ways compatible with human cognitive learning processes.”
While the potential value of eLearning is unmistakable, defining that value is the subject of ongoing research.
Stepping back to the classroom, the University of Michigan School of Information surveyed 488 K-12 educators in the United States and found 90 percent of teachers believe games are effective for motivating students.
Noted one participant, a fourth grade teacher, “I use the game primarily to reinforce skills and provide high-engagement practice…”
A take-home point is provided by Douglas Clark, Ph.D., and professor of Learning Sciences at Vanderbilt University,“The research shows that [digital] games as a medium can be effective, but not always. Design is really what matters. Nobody assumes that all lectures, labs or books are good simply because of their medium."
Just like textbooks, board games, and teaching methods — some electronic games are good, and some, not so much.
While researchers dig deeper into what really works about digital games, you can feel confident your child is benefiting from game time if you ask these questions about the game before you buy or download it.
Whether it is math, science, or a fun typing game — finding the right eLearning solution that engages children on a deeper educational level is a good bet on your child’s academic future.