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A brief overlook of video games and their use for education. Included in the presentation are drawbacks, the power of reading, and tangential learning through video games.
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Video Games In Education
How Video Games Can Influence the Education
System and Learning Process
Contents:
• Integrating Video Games with Education
• Drawbacks to Video Games
• Video Games and the Power of Reading
• Tangential Learning
Integrating Video Games With Education
• Children are growing up in technology and we should adapt to their changing learning style instead of forcing them to conform to traditional teaching methods.
• Video games as the medium? Why not?
• Video games provide an excellent medium to educate young people, especially gamers
Integrating Video Games With Education
• In an article appearing in Businessweek Online in June of 2009, Harry Konnor Tetteh explores the idea of using video games for educational purposes.
• “We must engage our young people in an environment [video games] that already inspires them” (Tetteh).
Integrating Video Games With Education
• “Above all, as kids today will attest, video games are fun. They enrich the imagination… and stimulate young minds with harder and harder challenges. Why not integrate their favorite form of recreation into new formats of learning?” (Tetteh).
Drawbacks to Video Games in Education
• Gaming systems can be expensive and usually requires up-to-date software and computers that many schools can’t afford
Drawbacks to Video Games in Education
• “Although multiple authors identify signs to argue in favor of the benefits of this approach, its effectiveness has not been demonstrated thoroughly yet. Some researchers reached no significant conclusions, other could not prove game-based learning to be better than other instructional approaches, and others are some times questioned because of the methods used in their experiments” (Torrente, et al. 361)
Video Games and the Power of Reading
• “Video games offer traditional and new forms of literacy, and [librarians] can connect with patrons of all ages in [the] community by offering gaming programs” (Easterwood, et al. 24).
Video Games and the Power of Reading
• “Video games are just another medium that we can utilize in the same way by identifying characters, plot, and genre” (Easterwood et al. 24).
Tangential Learning
• Using certain references can inspire players to look up the original source and learn a little more about history or religion
Tangential Learning
• “God of War” uses many references to Greek mythology
• “Bioshock” is shoulder-deep in Ayn Rand’s philosophy Objectivism and her novel Atlas Shrugged
Other Recommendations!
• Kirithem– http://www.youtube.com/user/kirithem
• Game Overthinker– http://www.youtube.com/user/moviebob
Works Cited
• Tetteh, H. (2009). Smarter Video Games, Smarter Kids. Businessweek Online, 5. Retrieved from Academic Search Premier database.
• Easterwood, L., & Wesson, L. (2009). Gamers are Readers. School Library Journal, 55(4), 24-25. Retrieved from Academic Search Premier database.
• Torrente, J., Moreno-Ger, P., Martinez-Ortiz, I., & Fernandez-Manjon, B. (2009). Integration and Deployment of Education Games in e-Learning Environments: The Learning Objective Model Meets Educational Gaming. Journal of Educational Technology & Society, 12(4), 359-371. Retrieved from Academic Search Premier database.