The “Wikipedia problem” which means children turning to internet for readymade answers is the new age phenomenon baffling teachers and mentors globally. There are almost equal numbers of teachers who consider technology to be a solution as much as a problem. While a common belief is that technology is hindering the students’ capacity to think and analyze, there is also a strong opinion in favor of video games and digital gadgets’ ability to engage students and enhance learning by using more than one sensory stimulators. In spite of the growing concern about the students’ deteriorating attention spans, institutions are incorporating them in the process of classroom learning.
Children are inherently inquisitive creatures. They have a curiosity to discover new things and learn by way of discovering and experimenting even before they are subjected 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 needs to give students 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 science as a particular form of human endeavor. Students therefore need to be able to devise and carry out investigations that test their ideas, and they need to understand why such investigations are uniquely powerful. Studies show that students are much more likely to understand and retain the concepts that they have learned this way “. Hence, it becomes imperative to engage children in science education at an early stage.
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 decline in the attention span 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 gaming as learning aids in classrooms.