Today'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.
CITATION STYLE
Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into Practice, 47(3), 229–239. https://doi.org/10.1080/00405840802153940
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