The "Wikipedia problem," which means children turn to the Internet for ready-made answers, is the new age phenomenon that confuses teachers and mentors globally. There are almost as many teachers who consider technology as a solution as much as a problem. While a common belief is that technology hinders students 'ability to think and analyze, there is also a strong sense in favor of video games and digital gadgets' ability to engage students and enhance learning using more than one sensory stimulator. Despite the growing concern about students' worsening attention spans, institutions are integrating them into the process of classroom learning. https://jas-pr.com

Children are inherently curious creatures. They have a curiosity to discover new things and learn by discovering and experimenting, even before they are exposed to methods of formal education such as reading or writing. Science is a discipline of experiments and discoveries. The National Science Education Standards emphasize that "science education must provide students with three kinds of scientific skills and understandings. Students need to learn the principles and concepts of science, acquire the reasoning and procedural skills of scientists, and understand the nature of nature as a special human endeavor. must therefore be able to devise and carry out studies that test their ideas, and they need to understand why such studies are uniquely powerful.Studies show that students are far more likely to understand and retain the concepts they have learned this way ". Therefore, it becomes imperative to engage children in science education at an early stage.

Digital games are more capable of getting students' interests and attention than other conventional methods of conveying education in a classroom. However, some education experts also regard them as sinners of exponential decline in the attention span of children. The next sections of this article discuss the involvement of children in games in the technological age, types of games available in the market, and the impact of digital games as learning aids in classrooms.

Gaming and New Age Kids

Digital technology has expanded the horizons of video games in the modern world. Children are exposed to far more complex and challenging technological environments than their peers were from over half a century back. Involving children in digital play is the result of many significant changes in the lifestyle and culture of modern society. Easy access to technology, dispensable income due to double-income families and lack of infrastructure for outdoor activities in many cities are some of the biggest contributors to making screen games an important part of children's lives. A study by the Centers for Disease Control and Prevention (2010) showed that only 20 percent of census blocks are within half a mile of a block boundary. The effect of peer pressure can also not be undermined in these times of social networking.

The digital gaming market is one of the fastest growing segments in the global entertainment industry. The United States is witnessing an unprecedented penetration of digital games among young people. In the United States, 97% of teens regularly play some kind of game. In India, the gaming market has grown diversely in the last few years. Therefore, it is imperative that education experts continually consider the use of digital gaming as a learning tool in the classroom. Institutions also use innovative ways to leverage the digital advantage to enhance the learning experience in schools.

What are digital games?

There is no concrete definition of play as it can vary according to the individual's preference and profession. Games can be defined as a "system in which players engage in artificial conflict, defined by rules that result in a quantifiable outcome". Technology and digitization add new dimensions to games where simulations, interactivity, augmented reality, alternative reality, collective intelligence and sensory stimulators such as sound and visual effects. Digital games are also characterized by their portability and unlimited availability.

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Digital games are more capable of getting students' interests and attention than other conventional methods of conveying education in a classroom.