Do Role-Playing Games Prepare Students for the 21st Century Workforce?

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Introduction

In an ever-changing world, where the economy and the job market are not what they were twenty years ago, continuing to teach our students the same skills we did twenty years ago is pointless. Times have changed and in order to prepare our children for the 21st century workforce we have to be committed to making the necessary changes to teach the skills they need for future jobs. Research shows that video games are one way that we can teach these essential skills. This literature review will focus on what skills will prepare them for the 21st century workforce, how video games and virtual worlds fit into this puzzle, and what MMORPGs can do to help.

21st Century Workforce Readiness

In 2006, a study on the readiness of new entrants into the U.S. workforce found that employers listed teamwork and collaboration as the second most critical skills needed in the workplace. The Casner-Lotto and Barrington (2006) study found that, “Three-quarters of respondents (74.7%) say Teamwork/Collaboration is “very important” for high school graduates' successful job performance; 82.7% for two-year college graduates, and 94.4% for four-year college graduates” (p. 24). A nationwide poll conducted by the Partnership for 21st Century Skills (2007) shows that 80% of voters feel that the skills students need to know for today’s 21st century jobs are much different than they were twenty years ago. The study went on to state that, “99% of voters say that teaching students a wide range of 21st century skills—including critical thinking and problem-solving skills, computer and technology skills, and communication and self-direction skills—is important to our country’s future economic success” (p.1).

Kay (2009) showed the importance o...

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...thwood, D. (2007, October 01). It's not just a game -- It's skills for life. Retrieved October 4, 2010, from http://www.techlearning.com/article/7904

Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate, 1(6). Retrieved from http://www.innovateonline.info/pdf/vol1_issue6/Changing_the_Game-__What_Happens_When_Video_Games_Enter_the_Classroom_.pdf

Timm, J. (2005). Preparing students for the next employment revolution. Business Education Forum, 60(2), 55-59.

Unleashing the future: Educators speak up about using emerging technologies in the classroom (Rep.). (2009). Retrieved October 29, 2010, from Project Tomorrow website: http://www.tomorrow.org/speakup/pdfs/SU09UnleashingTheFuture.pdf

Yee, N. (2004). Growth and change in MMORPGs. Retrieved October 2, 2010, from http://www.nickyee.com/daedalus/gateway_growth.html

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