Using gaming to teach science, technology, engineering and math
By DigiPen Dec 17, 2010 6:21AM UTCVideo games are essentially simulations of real-world phenomena with interactive elements. For example, in a tennis game, when a player hits a tennis ball with his racket, numerous physics and mathematical concepts such as geometry, velocity, mass, force, acceleration, and motion come together to simulate the outcome of the contact. Even when games are set in fantasy environments, the player’s behavior is still governed by physical laws that are not all that different from those of the real world. That makes an understanding of mathematics and physics crucial to creating a compelling and believable experience for players.
Many students struggle with mathematics and science in schools when these subjects are taught through rote learning – simply memorizing formulas for the purpose of passing exams leads to a shallow understanding of the material. Real problem solving requires not just a passing familiarity with these subjects, but a deep understanding of their concepts and theories in order to apply them. With video games being the top choice of entertainment for today’s youth, educators are beginning to realize the power games have to inspire students to learn mathematics and science.
In a news post on Jan 1, 2009, Scientific American observed:
“Several educators suggest in the newest issue of Science that schools use video games to simulate the real-world situations in the classroom to help students develop critical-thinking skills and enhance their understanding of science and math and, perhaps, even encourage them to pursue careers in those and related fields such as technology and engineering.”
Source: http://www.scientificamerican.com/blog/post.cfm?id=using-virtual-worlds-and-video-game-2009-01-01



