Video games and/or simulations are an efficient form of training and education.

There are two types of academic games: simulation games and non-simulation games. Non-simulation games are those in which a player solves problems in a school subject such as spelling or mathematics by making use of principles of that subject or discipline. The other type of academic game is the simulation game in which participants are provided with a simulated environment in which to play. These games are intended to provide students with insight into the process or event from the real world which is being simulated.It is the use of simulation games which holds the most promise as a truly dynamic educational tool. - Business Use of Games - Sivasailam Thiagarajan, president of Workshops by Thaigi, an organization that works with corporate managers and employees to improve their organization's performance, productivity, and profits, writes that "the instructional techniques of simulation gaming are based on two important premises: (1) People learn better through active experience than passive listening; and (2) people learn better through interacting with one another than working alone. He attributes the rapid increase in the use of interactive, experiential training such as simulation gaming to several factors, including teaming of employees, diversification of the workforce, emphasis on continuous learning, increasing intolerance of employees to passive approaches to learning, and the computer revolution, which makes it "easier to design and to deliver interactive training." "Most trainees," he says, "who have enjoyed interactive instruction are unwilling to return to the traditional data-dump approaches." It is this increasing use of technology in education, specifically personal computers, that has the greatest potential to increase the use of simulation and gaming in education. - An Adapted Computer Game - In the summer of 1996 Major Curtis A. Carver Jr. who teaches in the Department of Electrical Engineering and Computer Science at West Point developed a quiz generator adapted from the game Doom. What Carver developed was a game in which his students could generate multiple choice questions as they maneuvered through the game. Carver noted that students who used this "game" performed much better on tests than students who were taught without the game. Carter also observed that students spent many hours after class trying to "beat" the game and were therefore much more exposed to the material than the other non-game playing students. Computer games and simulations are increasingly being used in all areas of education. Mathematics and physics has particularly benefited from the computer revolution by being able to simulate and show complex equations in graphical form. The languages have become benefactors as well, especially with the ability of students to hear digital words and sounds in other languages from their computers. Simulation and gaming, whether computer based or not, can be a powerful tool when used properly and in the right setting. They help students actually experience a system or problem and not just read or hear about it. Computer simulations are especially able to allow students to create and manipulate systems and problems within certain parameters and without the normal constraints of time and space. You can play or "learn" from an educational video game and/or simulation any time that is convenient to you. And besides all that, they are interesting, attract students to learn, and are usually down right fun. Even the military is using simulation video games as the new most efficient form of training and education. I will emphasize on this point in the next round. For all the reasons I have given above and for more reasons which I will state in the following rounds, video games and/or simulations are just as efficient or more efficient than traditional methods, in educating and training people.