The Gamer Generation by Jennifer Wagner

Video Games in Education

  • Video games are not the enemy of education, but rather a model for the best teaching strategies. Games insert players at their achievable, self-paced challenge level, and reward player effort and practice with immediate feedback. Level attainment precludes the need for testing. Risk taking is rewarded as you can just start over again. The fuel for this process is the pleasure experience related to the release of dopamine. Gamers are learning a new interactive language that grants them access to virtual worlds that are filled with intrigue, engagement, meaningful challenges, just-in-time learning, critical thinking, increased memory retention, emotional interest, and images. Game-based learning has grown in recent years as research continues to demonstrate its effectiveness for learning for students of all ages. Jennifer ends this chapter with specific examples and two schools that stress gaming.
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