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Video games: Do video games significantly enhance literacy?

Article Abstract:

A debate over whether video games significantly enhance literacy is presented, where one expert believes good video games put young people in worlds composed of problems to be solved and almost always give verbal information that users must learn to interpret and use in context. An opponent of this viewpoint argues that although modern video games are impressive, they still represent only a very partial sampling of the kinds of minds young people have and the kinds that can and should be cultivated.

Author: Gardner, Howard, Glazer, Sarah, Gee, James Paul
Publisher: Congressional Quarterly, Inc.
Publication Name: CQ Researcher
Subject: News, opinion and commentary
ISSN: 1056-2036
Year: 2006
Influence, Literacy

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Video games: Entering the new virtual world of education

Article Abstract:

Several American universities such as Harvard are entering game-like virtual worlds to reach an audience that is growing at a rate of 10-20 percent a month by some estimates. Among such resources is the virtual library in Second Life's virtual world that offers monthly book discussions, talks by authors, and a reference service for students.

Author: Glazer, Sarah
Publisher: Congressional Quarterly, Inc.
Publication Name: CQ Researcher
Subject: News, opinion and commentary
ISSN: 1056-2036
Year: 2006
Usage, Educational games

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Subjects list: United States, Video games
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