Research #2
Bibliography
Gee, J. (2004). Video games in the classroom?. Retrieved Feb. 06, 2006, from The Chronicle of Higher Education Web site: http://chronicle.com/colloquylive/2003/08/video/.
Abstract
This article is in the question-answer format where James Gee answers questions that concerned people have about video games being used for educational purposes. He talks about how while the child is playing the games they have no clue that they are learning; they just think about beating the game. Gee doesn’t see this as a problem as long as the children are playing games that can have some sort of educational value. He also brings up the point that mostly only boys play video games; he would like to see more girls get into the gaming world. There is an example that he brings up about Pokemon cards and how they are made to be interpreted by high-school level kids, but little kids are using them and learning from them. The problem with the Pokemon cards is that schools are banning them because they are seen as a distraction.
Green Ink
This article is interesting because you get to see what the public really has for concerns and if video games can actually be used as an educational tool. Gee makes a lot of good points. In order for games to be a good and useful tool, everyone needs to be involved not just the boys. He also makes the point that the game isn’t teaching the students anything; it is simply a tool that can help them achieve knowledge. This is something very important to keep in mind. One of the greatest benefits of video games is that the student gets to create exactly what they want to have happen. This gives the child the power that they desire. Also, it shows that if they were being taught in the right way they might want to take charge of their education and learn more. Students really want to learn; they just don’t want it to be a boring experience for them.
Gee, J. (2004). Video games in the classroom?. Retrieved Feb. 06, 2006, from The Chronicle of Higher Education Web site: http://chronicle.com/colloquylive/2003/08/video/.
Abstract
This article is in the question-answer format where James Gee answers questions that concerned people have about video games being used for educational purposes. He talks about how while the child is playing the games they have no clue that they are learning; they just think about beating the game. Gee doesn’t see this as a problem as long as the children are playing games that can have some sort of educational value. He also brings up the point that mostly only boys play video games; he would like to see more girls get into the gaming world. There is an example that he brings up about Pokemon cards and how they are made to be interpreted by high-school level kids, but little kids are using them and learning from them. The problem with the Pokemon cards is that schools are banning them because they are seen as a distraction.
Green Ink
This article is interesting because you get to see what the public really has for concerns and if video games can actually be used as an educational tool. Gee makes a lot of good points. In order for games to be a good and useful tool, everyone needs to be involved not just the boys. He also makes the point that the game isn’t teaching the students anything; it is simply a tool that can help them achieve knowledge. This is something very important to keep in mind. One of the greatest benefits of video games is that the student gets to create exactly what they want to have happen. This gives the child the power that they desire. Also, it shows that if they were being taught in the right way they might want to take charge of their education and learn more. Students really want to learn; they just don’t want it to be a boring experience for them.

1 Comments:
Angela,
I like your posts. I think you are doing a good job with your research blog.
My only comment would be to make sure you include any specifics from your articles that will help you answer your question, as opposed to talking about the article in general...
Miker
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