CQ Researcher discusses educational value of video games

For those who have a subscription, there is a  new article in CQ Researcher that addresses the educational value of video games. 

The abstract:

More than three-quarters of American youths have video-game consoles at home, and on a typical day at least 40 percent play a video game. Some academic scholars claim playing games is good for literacy, problem-solving, learning to test hypotheses and researching information from a variety of sources. Others say gaming may be good for understanding technical information but not for reading literature and understanding the humanities. Enthusiasts claim gaming is preparing young people for the knowledge-based workplace. Critics worry that it’s making kids more socially isolated, less experienced in working with others and less creative. Experts remain divided about whether addiction to games is widespread and whether violent games produce violent behavior. Increasingly, researchers are studying why games are so engrossing, and some are urging educators to incorporate games’ best learning features into school programs.

The article is prominently displayed on the front page of the database, and is simply called “Video Games.”

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