E-learning and games do mix together
The Games to Teach Project, a research collaboration betweenMicrosoft and the MIT Comparative Media Studies Program, hasconducted a series of elaborate "thought experiments," developingconceptual prototypes exploring different models for how games mightenrich the instruction of science, engineering and math at the advancedplacement high school and early college levels.Ultimately, we hope these prototypes will demonstrate gaming's stilllargely unrealized pedagogical potentials and pave the way for futurecollaborations between government, industry, foundations andeducation to produce and deploy next generation educational software.
MIT students take the test
A survey of some 650 MIT freshman found that 88 percent of them hadplayed games before they were 10 years old and more than 75 percentof them were still playing games at least once a month. They weremuch more invested in games than in film, television or books, but theyalso were suspicious of their educational use. As one explained, "Thebiggest qualm with educational software is the quality. Most look likeinfomercials, showing low quality, poor editing, and low productioncosts.