Advantages:
- Facilitate learning/Discover own failures
- Provide job market skills
- Motivate students
- Help students create goals
- Addiction
- Connection between video games and violence
- Lack of peer interaction
- 43% of Gamers are female
- Average age of gamers is 30, Target audience is 37
- 83% of games have no mature content what-so-ever
I believe that gaming can have a place in K-12 education. I would not want to see students/children become so involved with technology, that they no longer understand how to
interact face to face with their peers. While on the other hand, the need to understand technology, including gaming, is necessary for digital immigrants, and must continue to be explored. Today’s students need to interact in both mediums to succeed.
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