The NYT Times has discovered that video games are being used as teaching tools (Using Video Games as Bait to Hook Readers),
Increasingly, authors, teachers, librarians and publishers are embracing this fast-paced, image-laden world in the hope that the games will draw children to reading.
Spurred by arguments that video games also may teach a kind of digital literacy that is becoming as important as proficiency in print, libraries are hosting gaming tournaments, while schools are exploring how to incorporate video games in the classroom.
It’s one of those frustrating “on-the-one-hand, on-the-other-hand” articles that makes sweeping statements about what educators on various sides of the argument say, with very few actual quotes.
But at least it shows how libraries are using video games; the article notes that in the first half of the year, NYPL hosted over 500 game tournaments, drawing 8,300 teenagers. Libraries in Columbus OH and Ann Arbor, MI are also mentioned.
One of the few experts quoted is James Paul Gee, author of What Video Games Have to Teach Us About Learning and Literacy; “Games are teaching critical thinking skills and a sense of yourself as an agent having to make choices and live with those choices.”
What Video Games Have to Teach Us About Learning and Literacy
Second Edition: Revised and Updated Edition
James Paul Gee
- Paperback: $16.95; 256 pages
- Publisher: Palgrave Macmillan; 2nd edition (December 26, 2007)
- ISBN-10: 1403984530
- ISBN-13: 978-1403984531