Game Changer: Investing in Digital Play to Advance Children’s Learning and Health
Title of Study: Game Changer: Investing in Digital Play to Advance Children’s Learning and Health
Author(s): Ann My Thai, David Lowenstein, Dixie Ching, David Rejeski
Summary:
Based on interviews with experts in health, education and digital games, the authors make recommendations for future research, private and public investment and government policy. The authors identify initiatives, research projects and specific games with learning potential in the area of children’s health and fitness.
Sponsoring entity(s): The Joan Ganz Cooney Center at Sesame Workshop
Date conducted: 2009
Location of the study: This study can be accessed through the Joan Ganz Cooney Center website.
Setting(s) addressed:
- Home
- Classroom
Targeted population(s):
- Elementary
Primary sources of evidence used in the study or report:
- Interviews with experts in the field
- Selective review of literature
Primary Technology Application(s) Addressed:
- Digital games
Major education topic(s) addressed:
- Health
- Physical fitness
Major findings/conclusions:
- Research reports show that three-quarters of American children play computer and video games.
- Children as young as eight spend as much time engaged with media as they spend in school.
- Experts in the field believe that digital games have strong potential, but what that potential is and how to use it to promote educational objectives are not well understood.
- Experts in the field of digital learning believe children can learn 21st century skills, such as creativity and systems thinking from gaming, as well as academic content and skills.
- Experts in the field believe that games-based learning about health and fitness might be motivating, especially to the kids who are typically the hardest to motivate with traditional physical activity methods.
Practical implications of the findings:
- The authors conclude that digital games offer a promising and untapped opportunity to leverage children’s enthusiasm for gaming technology to transform learning.
- Research is needed to better understand how to design games for specific learning goals.
Reviewer Comments:
Conclusions and recommendations are drawn from interviews with experts in educational gaming and a selective review of research.
Last Updated (Tuesday, 18 May 2010 14:00)


