Difference between revisions of "Video Games in the Classroom"

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== '''Introduction''' ==
 
== '''Introduction''' ==
 
Video games are an increasingly utilized medium for both entertainment and education. While students may fail to do their homework for a class, there is a good chance that they went home and played a game.  The options for interactive entertainment are broad  and integrated into many peoples lives. Video games on the phone, iPods, iPads, computers, and various game consoles make accessibility easy. Imagine using some of those games to increase learning in the classroom. The potential to increase student motivation through gaming is a wonderful and promising field of research. This mini-unit is designed to share some of the research with you and to help make you a potential voice and catalyst in the process of brining more video games into the classroom.
 
Video games are an increasingly utilized medium for both entertainment and education. While students may fail to do their homework for a class, there is a good chance that they went home and played a game.  The options for interactive entertainment are broad  and integrated into many peoples lives. Video games on the phone, iPods, iPads, computers, and various game consoles make accessibility easy. Imagine using some of those games to increase learning in the classroom. The potential to increase student motivation through gaming is a wonderful and promising field of research. This mini-unit is designed to share some of the research with you and to help make you a potential voice and catalyst in the process of brining more video games into the classroom.
 
  
 
== '''Units''' ==
 
== '''Units''' ==

Revision as of 14:57, 24 November 2012

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Introduction

Video games are an increasingly utilized medium for both entertainment and education. While students may fail to do their homework for a class, there is a good chance that they went home and played a game. The options for interactive entertainment are broad and integrated into many peoples lives. Video games on the phone, iPods, iPads, computers, and various game consoles make accessibility easy. Imagine using some of those games to increase learning in the classroom. The potential to increase student motivation through gaming is a wonderful and promising field of research. This mini-unit is designed to share some of the research with you and to help make you a potential voice and catalyst in the process of brining more video games into the classroom.

Units

Unit One: Why video games in the classroom?

Essential Questions

  • Why use games at all?
  • What is the research behind using games in the classroom?
  • Are video games right for everyone?