Using the technology of today, in the classroom today:
The Instructional Power of Digital Games and How Teachers Can Leverage Them By:
Eric Klopfer, Scot Osterweil, Jennifer Groff, and Jason Haas
The article ‘Using the technology of today, in the classroom today’ published by Education Arcade gives an overview of several forms of digital gaming technology already popular with K-12 students today and summarizes the ways they can be used in the classroom. The point of the article is to inform educators of the ways these forms of digital entertainment are already fostering critical thinking and pro-social skills, and to convince them and that this should be embraced and taken advantage of instead of attempting to resist or ignore the way digital technology is changing the way people think and learn. The article suggests that due to the proliferation of digital technology and entertainment in their lifetimes, K-12 students today are learning to absorb and process information differently than earlier generations- therefore ot stands to reason that the modern classroom should embrace this shift in information processing and alter teaching methods to match instead of fighting an uphill battle. Some of the types of games their benefits listed are:
1. Online MMORPG such as World of Warcraft, which encourage communication across a vast global network, the ability to quickly sort and process information, and reward players with digital currency based on the ability to form and manage teams or ‘Guilds’, that work together for common goals. 2. Digital gaming. Some popular games like Sims foster knowledge of math and economics by allowing the player to create a digital city. The player must guide every aspect of their creation, down to waste management and transportation. The Tycoon series is likewise based around the successful creation and management of a digital business. And the Civilization games combines economics and sociology by allowing...
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