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The Game Believes in You- Greg Toppo By Laura Schneider…
The Game Believes in You-
Greg Toppo
By Laura Schneider
Technology
Technology takes the focus off of teachers and onto the students.
Video games and other digital media are the new literacy.
One third of high school graduates never read another book after graduation.
Teachers are holding out against new technology.
In the 1980s, schools were purchasing microcomputers for their students. This trend is continuing today as districts are pouring money into purchasing laptops.
In the 1950s and 1960s, a group of educational psychologists considered doing away with all teachers. They proposed to replace teachers with "teaching machines." The idea is that the children would sit at desks working through multiple choice and fill in the blank questions.
Games will become central to schools.
Games give students the opportunity to learn at their own pace and take risks. This allows for a deeper understanding.
Games are patient and encouraging with children. Teachers, parents, and friends can become tired and frustrated when teaching students. The game believes in you and will not tire.
The game knows the students' abilities and uses this to provide thoughtful and meaningful lessons.
The children will instantly see how well they are doing. They can try again and again to succeed without interruption.
The computer is a bicycle for our minds- Steve Jobs
Businesses have worked on gamifying the workload.
Schools have long relied on using games to get children excited to come to school.
These games include sports and clubs.
These also include competitions such as spelling bees. The competition drives students to become engaged and excited for learning.
Providing games and competitions with computer based learning is the logical next step.
Children love immediate rewards in gaming.
The immediate results allow students to measure their success and reflect on what is going well and what they need to improve.
A charter elementary school in San Jose, California provides math games for students. The children will solve difficult problems and are rewarded with a penguin dancing across the screen. The children love seeing the penguin, which motivates them to continue on with the game. Once they solve a problem, they are given a more challenging problem to complete.
Conventional wisdom states that video games and television will turn your brain to mush.
The British government conducted a study on "literacy hour" in elementary schools. The results concluded that one child in three did not like to read. Some blamed this on parents who let their children play too many video games.
Is violent behavior connected to violent video games?
Decades of research have been dedicated to this subject without a concrete answer. It depends.
The Sandy Hook Elementary killer played many violent video games and had an obsession with guns and violence.
Should we limit the amount of violent games available? This would be a very difficult task.