Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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Up to three
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name et al. (i.e.,
Smith et al.)
1. Are Video
Good or Bad for
Us?
Source Type
(popular,
scholarly, trade,
government)
Blog/Popular
-Mark Sisson
2. A Surprising
New Study on
How Video
Games Impact
Children
-Jordan Shapiro
Public Affairs
Categorical
Does X exist?
Definitional
Is X a Y?
Causal
Does X cause Y?
Is Y a result of
X?
Evaluation
Is it good or bad?
Fair or unfair?
Harmful or
beneficial?
In the Unites
States, the
average gamer is
30; in the UK,
its 35. As the
kids who grew
up playing
Nintendo and
Sega Genesis
get all grown-up
and continue
playing, the
average age will
only grow. 62%
of gamers are
adults. 29% of
gamers are over
the age of 55.
45% of US
gamers are
female.
58% of
Americans play
games.
Is gaming
healthy? It
depends on how
we collectively
define health.
We just dont
see the evidence
that video gameinduced
aggression is
causing a wave
of violence.
Surely, though,
video gaming is
unhealthy. I mean,
youre sitting there
on a couch, or in a
computer chair, or
hunched over a
smartphone for
hours at a time. If
watching TV for
hours is bad for us,
why wouldnt
video games be bad
for us?
Ageinappropriate
gaming did not
significantly
impact the results
(at least not
when compared
Action
Jurisdiction
What should be
done about X?
Who is responsible?
Stasis Grid
to movies and
television)
3. The Negative
Effects of Video
Game Addiction
Public Affair
Video game
addiction can be
as problematic as
gambling and
affects players as
young as 8 years
old, notes Keith
Baker, director
of Smith and
Jones Addiction
Consultants, in
an article for
Brigham Young
Universitys
News Net.
Popular
It has become
an
acceptable way
of life just as
much as how we
are glued to our
smart devices.
-Drea
Christopher
4. Video Games:
Are they Doing
More Harm than
Good?
-Rean
Children who
spend more than
two hours a day
in front of a
television or
video games in
lieu of
participating in
physical activity
may suffer from
childhood
obesity.
For adults,
gaming is no
longer just a
form of
entertainment to
while away their
time it is
a new form of
socializing. In
fact, games help
Many people,
especially
parents, think
that playing
games is just a
waste of time or
that it makes
impressionable
people (and kids)
dumb.
moralistic approach
might be
comfortable, but it
also seems to be
out of joint with
the kinds of critical
thinking skills that
we consider to be
in the best interest
of our children.
He shouldn't
be getting
anymore than
two hours of
screen time
per day and
this includes
time playing
games,
watching
television and
surfing the
Internet,
according to
HealthyChildr
en.org.
Stasis Grid
people interact
with others in a
more natural
way.
5. Do Age
Restrictions on
Video Games
Need to Change?
Public Affairs
-Tom Hunt
6. How Playing
Violent Video
Games May
Change the
Brain.
-Alice Park
Scholarly Journal
Do we need
some form of
mental
screening
before
individuals are
eligible to buy
videogames,
watch a film,
read a book?
What I do
believe however,
is if we want to
have the freedom
to walk into a
shop and buy a
game, or watch a
movie involving
gratuitous
violence, we
have to
understand that
the price of that
freedom might
be the occasional
tragedy.
Stasis Grid
7. Teaching
Social Studies
with Video
Games
Scholarly
On the basis of
our experiences,
we believe video
games provide
students with a
digitally relevant
world in which
to explore
abstract concepts
and theories that
are all too
common in
social studies.
Scholarly
All student
groups reported
that they would
prefer to learn
science from a
video game
rather than from
traditional text,
laboratory-based,
or Internet
environments.
-Brad M.
Maguth,
Jonathan S. List
& Matthew
Wunderle
8. Students' and
Teachers'
Perceptions of
Using Video
Games to
Enhance
Schooling
Matthew T.
Marino, Maya
Isreal, Constance
C. Beecher, and
James D.
Basham
In some instances,
linear game play
works best for
pedagogical
purposes; in others,
an open game
better serves the
teachers goals.
Game play
encouraged
students
participation in
scientific
arguments and
led to the use of
higher-level
vocabulary
words (e.g.,
contamination)
than they would
use in everyday
conversations.
Video games
fostered a strong
sense of student
pride and
collaboration
within the
learning
environment.
To further
complicate matters,
because many
educational video
games lack clearly
defined learning
objectives and
outcomes, it is
often difficult to
examine whether
these games
contribute to
students learning
Stasis Grid
9. Gaming to Reengage Boys in
Learning
TED Talk
We need to design
better games. Most
of the educational
games that are out
there today are
really flash cards.
They are glorified
drill and practice
- Ali CarrChellman
10. Education
Nation: Why
Educators Aren't
Sold On Video
Games
Public Affairs
Video games
are increasingly
popular learning
tools in
classrooms, but
not all teachers
are sold on the
benefits.
Scholarly
-Jackie Mader
11.
Exploring
Application,
Attitudes and
Integration of
Video Games:
MinecraftEdu in
Middle School
-Jos-Manuel
Sez-Lpez,
John Miller,
Esteban
Vzquez-Cano,
and MaraConcepcin
Domnguez-
Children ages 8 to
18 spend an
average of 7.5
hours a day using
entertainment
media, so some
teachers say
parents dont want
their kids spending
more time playing
video games at
school.
Some
institutions, such
as the Sweden
educational
system, are
considering
including
Minecraft as an
essential tool
across the
curriculum, even
as a
mandatory
class.
Educational Video
games need to be
studied more
before they can
concluded as
helpful or harmful.
Zero tolerance
polies, a lack of
male teachers,
and increased
expectation are
leaving boys
behind. Video
games can catch
them back up.
Some educators
worry that
teachers havent
been sufficiently
trained to
integrate video
games into
schools.
Stasis Grid
Garrido
Public Affairs
Video games
have become a
everyday life
more than just
entertainment
and leisure.
Scholarly
Digital games
provide social
interactions
highlights the
real importance
of well-designed
computer- and
video-games as
people reinvent
themselves in the
virtual world of
games and both
fun and learning
can be achieved
simultaneously.
-Jordan Shapiro
Learners to
recognize their
own strengths and
weaknesses and
adapt or iterate
their performance
accordingly
It was
recommended
that kindergarten
teachers adopt
Video Games
activities in their
classroom
practices to
improve
childrens
English
vocabulary
retention.
Consequently,
the childrens
English
comprehension
would be
improved as
well.
According to the
published statistics,
three quarters of
children play
regularly, but it is
not clear whether
this is harmful or
beneficial and
whether children
learn while they are
playing
Therefore, it is
not surprising
that educators,
policy makers,
investors, and
developers are
trying to build
games for
schools.
Stasis Grid
14. Teaching
Historical
Theory through
Video Games
Scholarly
-Martin
Wainwright
Blog/Popular
Counterto
prevailing
gender
stereotypes,the
femalestudents
inthefirsttwo
courseofferings
allpreferred
firstperson
shooterstosocial
games.
Video games
enable students
to put
themselves in the
shoes of a
character or
immerse
themselves in a
place or culture
that they are
learning about in
the classroom.
These types of
interactive
experiences get
students more
excited about the
material and
support longterm retention.
For some
students, such
courses develop
new levels of
critical thinking
that they might
not have
embraced in
more
conventional
venues.
Games are
helping create an
educational
future where kids
are deeply
engaged and
excited by what
theyre learning,
receive the
personal
attention and
feedback that
they need and are
able to develop
important skills
on their own.
A number of
recent studies have
indicated that video
games, even
violent ones, can
help kids develop
essential emotional
and intellectual
skills that support
academic
achievement.