How computer games can be of benefit for developing learning foundations (reading, thinking, and metacognitive processes) has become a topic of some interest for both schools and society. The present paper will review the various literacies that are engaged while playing typical computer games. As such, these literacies will be identified and discussed in terms of educational possibilities at various levels of educational programming. Current research on the use of computer gaming and learning will be especially highlighted. Among others, the discussion will include the work of Schaffer and Gee (How Computer Games Help Children Learn, Palgrave Macmillan (2006)), Gee (Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy (New Literacies and Digital Epistemologies) Peter Lang Publishing; first edition (March 26, 2007), and Prensky (Don’t Bother Me Mom—I’m Learning Paragon House Publishers (March 2006)). Finally, implications and possibilities for the instructional integration of computer games in schools will be offered.
|Keywords:||Learning, Literacy, Computer Games, Instructional Strategies|
Professor and Director, Masters of Education Program, Sylvania, Ohio, USA
Graduate Student, Masters in Education, Sylvania, Ohio, USA
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