Linsy 1
Gillian Linsy
Professor Barrett
English 110
5-26-16
Moving With the Times
This is our new generation, so why not have gaming as a digital learning tool. Gaming
being used as a digital learning tool can bring back the two things college has lost: keeping us in-
trigued and interested. Gamification is the concept of applying game mechanics and game de-
sign techniques to engage and motivate people to achieve their goals. It taps into the basic de-
sires and needs of the users impulses which revolve around the idea of status and achievement. I
chose these sources to show support of digital learning to help move with the times and make for
a smoother transition into the future. In this essay, I will discuss the positive effects and negative
effects of the idea of using gaming as a digital learning tool and higher education. I believe that
gaming used as a digital learning device will increase the value of higher education in the
changing economy of the 21st century.
If learning was put into a digital atmosphere, it would be more appealing to those who are
always on the digital screens in their daily lives in college. Utilizing digital learning tools pre
pares those in the next generation for the high-tech workplace. In the article from The
Atlantic,“School for the Real world,” it states that,“The American system of education has failed
to prepare students for some of the best jobs in the workplace, which needs to change.” I agree
that truly the education system has been depriving us economically to be able to adequately pre
pare us for the new job market that is emerging. This source highlights the idea that technology
has not destroyed jobs. It has just raised the bar on skill requirements. Also, skills needed in a
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new computerized environment are challenging. In this economy, it is best to have the upper
hand, in controlling it, not letting it control someone.
Gaming specifically is the best way to benefit those to achieve greatness. People may au-
tomatically think that turning to video games could be the downturn, which slowly but surely
leads to the ultimate couch potato and a decline in intelligence. R.F. Mackay’s article “Playing to
learn: Panelists at Stanford discussion say using games as an educational tool provides opportu
nities for deeper learning,” actually sheds new light on another positive effect on digital tools as
far as gaming. It argues that bringing games into the scene of education is not a promoter of
dumbness, but it is actually beneficial. Mackay says, “If indeed humans think immeasurably bet
ter as part of a network than on their own, then games are an obvious terrain in which to set
minds free and let them wander around, interacting with whatever or whomever they encounter”
(Mackay 2013). In the article, it compares humans minds as plug and play devices that are meant
to be used in networks, which is what games allows us to do to better use “collective intelli
gence.” Collective intelligence is shared or group intelligence that emerges from the collabora
tion, collective efforts, and competition of many individuals and appears in consensus decision
making. This was my first time hearing about gamification, even though it’s always been there
ever since the dawn of leisure. Unknowingly we have always learned from games, tying it into
the classroom just gives more structure.
Many people may argue that technology will take over the future, replacing people in
jobs, and soon there will be robots and more. Many people, including myself, will ask the ques
tion. “What will we need humans for?” Even in our new generation, cell phones have become a
huge attachment, to the point where people actually sleep with them in their beds. In Lori Wagn-
ers article,“When Your Smartphone is too Smart for Your Own Good: How Social Media Alters
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Human Relationships,” she points out the take over of technology is already beginning: “Youth
today have not had to learn how to initiate or carry on conversations because they can retreat to
their smartphones, and they never have to tolerate being bored enough to initiate conversations
because a video game or text session is always available”(Wagner 2015). Wagner shows how
technology has imposed on everyday life, stopping interaction with other humans and efficiently
stripping humans of empathetic connection.
Statistical data and analysis have even been developed linking studies to college video
gamers. While I do agree that video games are the way to go, they are known to have their
downfalls. In Jonathan Craton’s , “ The Effect of Videogames on Student Achievement.”, he
warns the possible dangers that can arise from the overdose of the good stuff. Craton mentions,
“Students and educators need to be aware of the dangers of excessive gaming. It can have aca-