Computers and the Internet are used
widely by children for schoolwork
and to obtain information, but whether
home computer use can make children
"smarter" remains an open
question. Nevertheless, playing
specific computer games has been
found to have immediate positive
effects on specific cognitive skills,
and use of home computers has been
linked to mildly positive effects
on academic performance. With narrowing
of gender gap in home computer use,
early fears that girls are turned
off by computer technology appear
unfounded.
Computer
Games and the Development of Cognitive
Skills
Cognitive
skills are the skills associated
with thinking and knowing the skills
required for children to understand
language and numbers, to reason
and solve problems, and to learn
and remember. Although the term
"cognitive skills" encompasses
a broad array of competencies, research
on the effects of computer use on
cognitive skills has focused on
the development of a specific set
of visual intelligence skills crucial
to the use of computer technology:
spatial skills, iconic (image representation)
skills, and visual attention skills.
Computer applications of many kinds,
and especially computer games, are
designed in ways that emphasize
visual rather than verbal information
processing. Consider popular action
games with their rapid movement,
imagery, and intense interaction,
plus various activities occurring
simultaneously at different locations
on the screen. Studies indicate
that children who play such games
also improve their visual intelligence
skills that may provide them “training
wheels" for computer literacy.
Such skills may be especially useful
in the fields of science and technology,
where proficiency in manipulating
images on a screen is increasingly
important. Of course, computer game
playing can enhance a particular
skill only if the game uses that
skill and if the child's initial
skill level has matured to a certain
level.
Much
of the research on the cognitive
impact of computer games has measured
the effects of game playing only
immediately after the practice and
does not address questions about
the cumulative impact of interactive
games on learning. However, many
computer games use the same skills
that are tested in non-verbal (as
opposed to verbal) intelligence
tests. Thus, exposure to the proliferation
of imagery in electronic technologies
may have contributed to the selective
increases in non-verbal intelligence
scores during the past century.
In
addition, studies of the effects
of one computer-based after-school
program, The Fifth Dimension, show
that children who participated in
the program had greater advances
in reading, mathematics, achievement
tests, compared with children who
did not participate.
Computer
Use and Academic Performance
In the early years of home computer
ownership during the 1980s, Alfred
Bork, a pioneer in the use of computers
for instruction, suggested that
"the home computer may well
become the primary influence upon
the educational system of the future."
Since then, the rapid evolution
of the personal computer has indeed
broadened society's vision of computers
from devices for programming and
playing games, to tools for developing
children's skills and motivation
in academic areas such as math,
science, language arts, and writing.
Today, children and teens frequently
use home computers and the Internet
for their schoolwork, and parents
generally believe that computers
are an important educational resource.
Narrowing
of Gender Gap in Computer Use
Boys traditionally have been heavier
users of home computers than girls,
mostly because of their interest
in playing computer games. Some
research has indicated that the
gender difference in home computer
use spills over to schools, with
girls also lagging behind boys in
the use of school computers, and
even perceiving school computers
to "belong more" to boys.
As a result, concerns have been
raised that girls may not acquire
the important computer literacy
skills that will keep them academically
and professionally on par with males,
particularly in the technology-based
careers of the future. Recent data
suggests, however, that as the array
of non-game applications widens,
the gap between the genders in the
use of home computers is diminishing.
Girls now reportedly use home computers
as often, and with as much confidence,
as boys.
The
core audience for computer game
systems, such as Nintendo or Sega,
always has been boys between ages
8 and 14. Compared to girls, boys
spend more than twice as much time
per week playing computer games
and are five times more likely to
own a computer game system. The
reason can be the difference between
genders in their play preferences:
boys tend to prefer pretend play
based on fantasy, whereas girls
tend to prefer pretend play based
on reality a rare - theme for computer
games, even those designed specifically
for girl.
The
writer is a Computer Science graduate
and is currently working in Askari
Information Systems, Islamabad.