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Autor/inAnnetta, Leonard A.
TitelVideo Games in Education: Why They Should Be Used and How They Are Being Used
QuelleIn: Theory Into Practice, 47 (2008) 3, S.229-239 (11 Seiten)Infoseite zur Zeitschrift
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0040-5841
SchlagwörterVideo Games; Elementary Secondary Education; Grade 3; Grade 12; Technology Integration; Educational Media; Computer Assisted Instruction; Higher Education; Active Learning; Internet; Educational Status Comparison; Problem Solving; Distance Education; United States
AbstractToday's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which they are accustomed. As student scores continue to regress from Grade 3 to Grade 12 and technical jobs once housed in the United States continue to be outsourced, it is critical to expose and challenge the Net Generation in environments that engage them and motivate them to explore, experiment, and construct their own knowledge. The commercial popularity of video games is beginning to transpose to the classroom; but is the classroom ready? Are teachers and administrators ready? This article provides a practical rationale for and experiences with integrating video games into the K-20 (kindergarten through graduate school) curriculum. (Contains 2 figures and 1 table.) (As Provided).
AnmerkungenLawrence Erlbaum. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals/default.html
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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