ERIC Number: EJ828573
Record Type: Journal
Publication Date: 2009-Feb
Pages: 2
Abstractor: ERIC
ISBN: N/A
ISSN: ISSN-0147-2453
EISSN: N/A
Using Gaming Equipment to Teach
Curriculum Review, v48 n6 p10 Feb 2009
Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of Pittsburgh Online Division, believes that "learners must be encouraged by the teacher to explore the world outside of the classroom, or textbook because self-discovery most often takes place there." Hawkins' research suggests that electronic gaming may be one way to engage students in critical thinking necessary to apply subject matter to "real-life" experiences. Although examples are often hard to find, many teachers are indeed using video games to help students grasp a variety of concepts in many subject areas. This article examines how schools are using this equipment to supplement instruction.
Descriptors: Web Sites, Video Games, Internet, Technology Integration, Educational Technology, Critical Thinking, Thinking Skills, Concept Formation, Teaching Methods, Foreign Countries, Technology Uses in Education, Physical Education, Physical Fitness
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Publication Type: Journal Articles; Reports - Descriptive
Education Level: Elementary Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: United Kingdom; United States
Grant or Contract Numbers: N/A