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ESA報告書、ゲーム教育、ジェンダー平等:教育におけるデジタルゲームの役割」の英語長文問題

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The European Space Agency (ESA) recently published a report highlighting the potential of video games in education. The report, focusing on STEM subjects (Science, Technology, Engineering, and Mathematics), suggests that interactive game-based learning can significantly improve engagement and understanding among students. However, a critical analysis reveals a persistent gender imbalance in both game design and player demographics. Traditional gender stereotypes often permeate game narratives and character design, reinforcing societal biases. While some games actively promote gender equality, many still depict women in stereotypical roles, limiting their representation and agency. This lack of diverse representation can negatively impact female players' self-perception and interest in STEM fields. Moreover, the predominantly male player base in many popular games further exacerbates this issue, potentially creating an unwelcoming environment for female students. Despite these challenges, the ESA report also emphasizes the significant opportunities that exist. By consciously designing games that showcase diverse characters and narratives, educators can create inclusive learning environments. Incorporating elements of collaborative gameplay and problem-solving can further enhance learning outcomes. Furthermore, research indicates that incorporating game-based learning can address issues of motivation and engagement frequently encountered in traditional classroom settings, thus potentially benefiting both male and female students equally. The key lies in fostering a critical approach to game design and ensuring equitable representation in both the development and the consumption of digital educational games. The ESA report underscores the need for ongoing research and development in this area to fully leverage the potential of games to promote gender equality in STEM education. Ultimately, the success of integrating video games into education hinges on thoughtful design and curriculum integration. Addressing the gender imbalance requires a collaborative effort from game developers, educators, and policymakers, ensuring that games become a powerful tool for fostering inclusive and effective learning for all students, regardless of gender.

1. According to the passage, what is a major concern regarding the use of video games in education?

2. What does the ESA report suggest about the potential of video games in education?

3. How can the gender imbalance in video games be addressed, according to the passage?

4. What is the ultimate goal of integrating video games into education, as discussed in the passage?