Wednesday, February 08, 2006

Research # 9

Bibliography

Hostetter, O. (2002). Video games - the necessity of incorporating video games as part of constructivist learning . Retrieved Feb. 08, 2006, from Game Research Web site: http://www.game-research.com/art_games_contructivist.asp.

Absract

This article discusses how kids have been playing video games for years upon years and that they were never seen as an educational tool. Also, Mark Prensky discovered 10 ways to incorporate cognitve thinking into the classroom use of video games. They also show how to use these parts of the brain that they are using the video games in the classroom. These are the reasons that video games can be used in the classroom because studies show that the ways that the cognitive part of the brain is increasing. Prensky also gave 10 standards of how to decide if the software for a video game is classroom appropriate and is going to be useful. These 10 software hints are great to use for teachers that might not be very technologically gifted. Teachers need help in order to be able to use the technology in their classroom.

Green Ink

I think that the use of the software guide is great. As a technologically challenged person, I really appreciate the chart of guidelines. This makes it so that the teacher can actually buy and use the correct type of game to benfit their class. This is half of the battle of incorporating the video games into the classroom. If teachers felt more comfortable with the games themself and that they could be helpful than teachers would be more apt to use them without as much hesitation. I think that these guidelines might help the more traditional teachers transition into the new age of teaching. The transition is really hard for teachers to make because it is a very different style of teaching than the way that they were taught.

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