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Essay / Research Paper Abstract
A 3 page review of the June 2009 article by Harry Konnor Tetteh. This paper argues that Tetter is correct, well-designed video games and other digital formats could be an asset in today’s schools. Bibliography lists 4 sources.
Page Count:
3 pages (~225 words per page)
File: AM2_PPedDigital.rtf
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Unformatted sample text from the term paper:
Konnor Tetteh explores the utility of video games in the educational environment. In "Smarter Video Games, Smarter Kids" Tetter (2009) argues that todays students are distinctly different from those
in past generations. These students are immersed in the digital world. Everything from the way they communicate to their entertainment revolves around this world. Tetter (2009) contends
that consequently "todays students think and process information differently from their predecessors" and that this presents an excellent opportunity for educators to capitalize on their students reliance on digital information.
Tetters argument is in fact sound. Students stand to benefit tremendously from well-designed and implemented digital resources and programs. Rather than being afraid of the new digital
world and its potential negative impact on our children we should take advantage of their interest in the digital format. One of the
biggest concerns among todays educators is that the video games that our children are so enamored with are, in fact, adversely impacting them both academically and morally. This is,
of course, a valid concern. While we use to worry about games like "Grand Theft Auto" and what it was doing to our young people, we now have to
contend with even more gruesome games like "MadWorld", a recent game released for the Wii game system, that allows users to use chainsaws to saw their victims in half or
even golf clubs to decapitate them (Sultan, 2009). Despite their more than questionable content, there is much to learn from
the popular video games. Students love these video games because they are exciting and entertaining. Video games provide immediate reward for skill and prowess. In "MadWorld", for example,
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