Children experience the greatest amount of growth and brain development during early childhood - defined as the "before the age of eight" by though the U.S. National Association for the Education of Young Children. During this period of life, kids learn through their play and exploration across five essential developmental dimensions. These dimensions include: Social and Emotional Development, Language Development, Physical Well-Being and Motor Development, Cognition and General Knowledge, and Approaches Toward Learning. (Van Scoter and Ellis, 2001)
Social and Emotional Development:
All too commonly, thoughts of children and teenagers playing digital games conjure up images of kids locked away in their rooms, fully immersed in cyber realms and unaffected by the real world that surrounds them. But when used appropriately in the classroom, some researchers agree that new media technology can benefit these two crucial areas of development. A classroom set up to encourage interaction and the appropriate use of the technology will increase, not impair, language and literacy development. (Van Scoter and Ellis, 2001) Pairing children to play educational games together gives them a chance to share leadership roles and initiate conversations more readily.
Language development:
Rather than playing alone, the use of games in early childhood education typically require children to seek help from an adult. In many cases, children tend to narrate what they are doing as they draw pictures or move objects and characters around on the screen (Van Scoter and Ellis, 2001). Depending on the programs presented, some games require kids to talk out problem solving. Especially when paired with another child as many in-school gaming session are.
Physical Well-Being and Motor Development:
Obesity and lack of exercise are issues of almost epidemic proportions in the United States. There's no arguing the fact that sitting in front of a screen decreases mobility and perpetuates a sedentary lifestyle. While maintaining healthy habits and keeping kids active by limiting screen time are obvious solutions, some game manufacturers have a different answer... even more gaming.
Game systems such as the Nintendo Wii and the XBox Kinect are getting kids out of their chairs and burning calories. Even during school hours. More and more physical education classes are using these consoles and "exergaming" to engage students.
A 2009 study showed that energy expenditure was at least 51% higher during exergaming than during sedentary gaming. By capitalizing on children's preexisting motivation to play video games, exergaming may also have the potential to promote traditional physical activity. (Daley, Amanda J., July, 2009)
Cognition and General Knowledge:
Studies have long-shown that children learn best by putting complex thoughts and simple lessons into action. In studies with different ages of children, using computers along with supporting activities (e.g., manipulatives, objects that children use to help them understand concepts) provided even greater benefits than either one alone. Compared to children in a similar classroom without computer experience, three- and four-year-olds who used computers with supporting activities had significantly greater gains in verbal and nonverbal skills, problem solving, abstraction, and conceptual skills. (Van Scoter and Ellis, 2001)
Approaches Toward Learning:
According to Sir Ken Robinson, an international expert on promoting creativity in education, our educational system has stigmatized mistakes. As a result, some kids are terrified of getting a wrong answer. At the same time, if kids are not comfortable or prepared to come up with the wrong answer sometimes, they'll be less likely to come up with anything creative or solve complex problems. Video games, on the other hand, embed trial and error into the foundation of gameplay. Games are fun and leverage play and exploration as a mode of learning the literacy of problem-solving, which can lower the emotional stakes of failing. (Levasseur, Aran, 2011) In short, kids who aren't afraid to fail and have fun in the problem-solving process can develop a true love for learning.