Will gaming save education, or just waste time?
from THE Journal
If the use of technology in education is about meeting students where they are, it seems like gaming would be a good place to start. After all, as far back as 2008, the Pew Internet & American Life Project reported that 97 percent of kids ages 12 to 17 were playing some kind of digital game every week; about half played daily. And why not? When Neil Postman wrote his classic, "Amusing Ourselves to Death," about the shift from a typographically focused society to one that was ruled by television, his title could just as easily have been foretelling the increasing use of gamelike activities in all aspects of life. Consumers spent about $21 billion on the game industry last year.
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