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Technology, Video Gaming, and the Future of Schools

Description: 
LITERACY IN DIGITAL TECHNOLOGY IS THE NEW GENERATION GAP. K-12 schools often find themselves resisting the latest technologies in order to preserve their existing methods of teaching and learning. When students begin to use cell phones, iPods, instant messaging, social networking sites, or massively multiplayer gaming, schools often respond with bans and filters to restrict student use. But students don’t stop finding innovative uses for the new technologies--they just do it outside of school. As a result, teachers and school leaders keep the integrity of their instructional programs but continue to fall behind the technological learning curve, and find it more difficult to integrate new learning tools in their classrooms.
Author: 
Rich Halverson and Allan Collins
Year: 
2008
Length: 
1 page