The “Wikipedia problem” which means children turning to internet for readymade answers is the modern age sensation baffling teachers and tutors globally. There are almost equal numbers of professors who consider technology to be a solution as much as a problem. While one common perception is that technology is hindering the students’ potential to think and assess, additionally there is a strong judgment in favor of games and digital gadgets’ ability to engage students and boost learning by using more than one sensory busters. In spite of the growing concern about the students’ deteriorating attention covers, institutions are incorporating them in the process of classroom learning. io games
Children are inherently inquisitive creatures. They will have a curiosity to discover the euphoric pleasures and learn by way of obtaining and experimenting even before they are afflicted by methods of formal education such as reading or writing. Science is a self-discipline of experiments and discoveries. The National Science Education Standards emphasize that “science education needs to give students three varieties of scientific skills and understandings. Students need to learn the principles and principles of science, acquire the reasoning and procedural skills of scientists, and understand the nature of technology as a specific form of human endeavor. Students therefore need to be in a position to devise and carry away investigations that test their ideas, and in addition they need to understand why such inspections are uniquely powerful. Analyses show that students are more likely to understand and support the principles that they have discovered this way “. Therefore, it is imperative to indulge children in science education at an early level.
Digital games are more capable to gain students’ interests and attention than other conventional means of imparting education in a classroom. However, some educationists also regard them as culprits of exponential fall in the attention duration in children. The next sections in this article discuss the involvement of children in games in the tech age, types of games available in the market and the impact of digital gambling as learning aids in classrooms.