Barsoomcore,
Our opinions on this subject differ, however, this doesn’t make mine incorrect

.
Some people on this thread have made some claims that D&D has taught them a wide variety of things, including, but not limited to: social skills, cultural insight, math skills, literacy, and not to freeze you DMs’ favorite d20 in a block of ice.

I would be surprised if I was the first one to touch on history.
Regardless, I mentioned history to illustrate something D&D could inspire one to learn more about (along with cultural differences, math, literature, etc.), but that D&D does not teach. My point is that many people in this thread are equating inspiration with education. Those two things are not the same. As I said before, Star Trek inspired many astronauts and scientists. Star Trek didn’t teach them to do their jobs. I am not sure I can make it any clearer than that.
You feel that education and inspiration are the same, and you are certainly entitled to that opinion. The definition of the word “teach” and the definition of the word “inspire” do not strongly support your point of view, however.
From Merriam-Webster Unabridged Dictionary:
Teach -- 1 a : to cause to know something (taught them a trade) b : to cause to know how (is teaching me to drive) c : to accustom to some action or attitude (teach students to think for themselves) d : to cause to know the disagreeable consequences of some action (I'll teach you to come home late)
2 : to guide the studies of 3 : to impart the knowledge of (teach algebra) 4 a : to instruct by precept, example, or experience b : to make known and accepted (experience teaches us our limitations) 5 : to conduct instruction regularly in (teach school)
Inspire -- 1: to influence, move, or guide by divine or supernatural inspiration: to exert an animating, enlivening, or exalting influence on (was particularly inspired by the Romanticists) c : to spur on : impel, motivate (threats don't necessarily inspire people to work) d : affect (seeing the old room again inspired him with nostalgia) 2: to draw forth or bring out (thoughts inspired by a visit to the cathedral) 3 a :bring about, occasion (the book was inspired by his travels in the Far East) b : incite 4 : to spread by indirect means or through the agency of another (Note: omitted additional definitions relating to breathing, and the supernatural since they are not relevant)
Your points and mkletch's points are better defined by the word “inspire” than the word “teach” (or any of its synonyms: educate, instruct, etc.). Unless you were just feeling argumentative (which is fair enough

), I am not sure why my desire to point out that these two things – while related – are not the same, bothers you so much? Inspiration is very necessary and valuable (as all three of us have already pointed out). To say they are the same cheapens one and over-inflates the other, however.
Many people love playing D&D (I know I do

). It is something that is enjoyable and/or makes them feel good about themselves. It is a natural reaction for all of us to want to embellish positive points about the things we like or love. There is nothing inherently wrong with this – as long as one keeps their perspective. D&D imparts little to no real-world factual information. Little to no real-world wisdom is gained by playing the game. D&D is not a teaching tool. It inspires, but it does not teach.
Does the social interaction that accompanies playing D&D present an opportunity to learn? Yes, but replace D&D with tabletop WWII miniature game, a football game, going to work, or any number of other things where social interaction takes place, and the same sort learning takes place. You “learn” from the interaction, not from the game.
As much as it may seem like semantics, it isn’t. Lets say there was a perfect computerized d20 representation of D&D that you can play solo (or those old “solo” adventures TSR put out many moons ago). You are playing D&D, but since you are by yourself, what social skills are you gaining? How are you learning to better interact with people? What new point of view are you experiencing?
It is the social interaction, not the game that teaches.
As far as role-playing in general, yes, it can be an effective tool to teach. It is normally used to teach very specific things, such as how to facilitate a business meeting, deal with unhappy customers, sensitivity training and so on. Television and movies can be an effective teaching tool as well. Comparing the role-playing that goes on in a classroom or therapist’s office to most D&D sessions is kind of like comparing “The Rise and Fall of the Spartans” on the History Channel to the movie “Clash of the Titians”. Both may be entertaining, but one is educational, while the other is not. Playing a street urchin from the slums of Greyhawk, gives you no true insight on what it is like to be destitute. Playing evil characters in D&D does not provide any meaningful insight into being truly evil or the effects that being evil have in the real world. D&D evil is victimless evil. It is evil done to and by imaginary people, who don’t scream in pain, mourn the loss of loved ones, or cry over their lost freedom. It might serve as nice opportunity to blow off steam after a stressful week at work (where you probably did learn something

), but that is about as beneficial (or harmful) as it gets.
The reason that I keep hammering this is simple. Overzealously promoting D&D’s ability to teach and influence one’s thoughts and points of view opens the door for D&D’s overzealous detractors. D&D is game (and a fun one at that), nothing more, and nothing less.