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Video Games in the Classroom?

Video Games in the Classroom?. Why?. * 97% of teens ages 12-17 play computer, web, portable, or console games. * Improves creative problem solving & analytical skills. * Promotes collaboration. * Fosters engagement and motivation.

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Video Games in the Classroom?

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  1. Video Games in the Classroom?

  2. Why? * 97% of teens ages 12-17 play computer, web, portable, or console games * Improves creative problem solving & analytical skills * Promotes collaboration * Fosters engagement and motivation * Students learn quicker and easier with instruction across multiple modalities * Over 50% of students in grades 3-12 would like to see more educational gaming in schools * Reduces instructional time * Embodies well-established principles of learning (e.g., situated cognition, play theory, assimilation and accommodation)

  3. Why not? * COTS are complex & technically sophisticated * Too time-consuming for short class periods * Older equipment not able to run commercial games * Negative reactions from fellow teachers & parents * Need for examples of successful classroom use * Lack of funding to purchase games * Not enough research on the impact of gaming to use in the classroom * Kids need to learn how to focus long enough to read and understand text * COTS not designed to teach, so topics are limited and content may be inaccurate or incomplete.

  4. What works? * Collaborative play with teacher as "guide on the side" * Team competition with teacher as referee * Supplemental materials to support learning objectives * Extending the goals and character roles of the game into the classroom * Balance the needs of the curriculum and the structure of the game * Design activities that are logical extensions of the game world

  5. Resources pewresearch.org JISC Innovating e-Learning 2006 Games and Education Research Network Multimodal Learning Through Media Edutopia.org Speak Up 2007 EDUCAUSE Review SYNERGY LEARNING National Art Education Association Jl. of Technology and Teacher Education British Journal of Educational Technology Romanian Association for Cognitive Science Consumer Reports on Health ectnews.

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