The ideas of using games in education is supported by Vygotsky's theory of education psychology in that children mimic the behavior of adults. When you look on a playground, you will see kids mimicking professional football players or playing Cops and Robbers. Even the toys available to children mimic some type of adult behavior. In video games, this is also a present theme. The beauty of games is that it allows children to strategize real world situations that could not be captured or perpetually recreated as they could in the game. In
The Game Believes in You (Toppo, 2015) former Tampa Bay Buccaneer Head Coach Raheem Morris mentions how playing the
Madden series, it has altered how he coaches games. By practicing game situations in a virtual setting, it enables thinkers to address issues that were once considered as rare as seeing lightning strike the ground. Knute Rockne could not analyze the probability of attempting a 2 point conversion if his team just scored a go ahead touchdown to be up by 5 points. Kicking an extra point puts a team up by 6 but a 2 point conversion puts a team up by 7. Before the era of gaming, football strategy was more steeped in intuition but players and coaches can have a higher "football IQ" to think the game and not just rely on athletic ability simulating situations that could not be replicated in a practice or enough game time situations.
In
Ender's Game (Card, 1985) the protagonist, Ender, is recruited at a very young age to play a "game". He is in a class with his peers but quickly advances to higher levels of difficulty until, unbeknownst to him, he is fighting a cyberwar (how prophetic) and saving the world from total disaster. Ender was a child utilizing his ability to conceptualize a virtual world which enabled him to interpret life and behaviors of a being that he never actually saw. This concept is not much different from the methodology used to train and teach Field Artillery soldiers in 2015. Educational technology is used to reinforce fundamentals and master concepts that in a prior time (i,e, the Napoleonic era) required many resources and time that made it impossible to have similar levels of mastery. Cyber warfare was not a part of the English Vernacular in 1985, however, it is an actual discipline in the are of military strategy.
In
The Game Believes in You (Toppo, 2015), there is also mention of the
NeuroRacer game. My son underwent an experimental therapy using similar technology. My son has learning issues and was presumed to be autistic. While we never received an official diagnosis, I knew there was something wrong. After taking him to several specialists, I decided to focus on using a Multiple Intelligences (Gardner) approach and focus on his strengths in hops of it addressing the shortcomings. I found an Occupational Therapist in El Paso, Marco Rodriguez, that created a gaming system for his son, who has ADHD. The game consists of two electronic wires attached to the head of the player in which they steer a vehicle. The game requires the player to concentrate on maneuvering the vehicle. While driving, there is also the sky which can be bright and sunny to signify a happy or focused disposition or lightning and storms which suggests anger or a lack of concentration. When my son first played the game, his vehicle was erratic. At times he'd drive into the ocean or spin and circles with a sky that rainy or lightning. Over time, he mastered the ability to drive straight for long periods. Anecdotaly, I saw his ability to focus long enough to sound out words and start to grasps concepts that took hours of late night homework sessions for him to grasp.
To address the dissociation in education, specifically mathematics, gaming should be an integral part of the curriculum. It leads to the higher learning (critical analysis and strategic thinking) that educators aspire to instill in their students. It also captures the interest of their students. Whether it is sports or a board game, education should be fun and engage the learner.