Monday, November 1, 2010

5 Questions on the article: Teens, Video Games and Civics

  1. Who are the most prominent gamers, and why? How can we use this knowledge to    create games that attract gamers, but also have positive effects on learning and education?

  1. If monitoring does not have an impact on whether or not teens are exposed to anti-social behavior or words in the gaming context, or if parents of gamers are generally neutral on the effect of games on their children, then where does the line get drawn between acceptable and unacceptable game play? When is it too far?

  1. Why is gaming such a major component for most teenagers overall social experience, and how can this be incorporated into positive social interactions within the classroom?

  1. How can one encourage more civic gaming experiences in the games that teens play?

  1. What factors contribute to the equal distribution of civic gaming experiences that may be lacking in other forms of civic learning, and how do we change this?

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