Friday, 1 March 2013

Growing up Gaming

Children are growing up at a time when games outearn movies and TV.

After listening to the podcast above, could you think of an answer for these questions?

What are supporters and critics' main viewpoints on this issue?

What parental attitudes does the episode depict?

How can gaming help children grow up?

Could you explain a bit about the long term effects of video games?

What findings about gaming are fueling parents' concerns?

What claims about violent video games could be regarded as positive findings?

How can gaming when you are a child, help you in your adult real life? Can you illustrate your answer with an example?

Why are kids who play Minecraft, gaining a lot from it?

Why should parents be mindful of which games their children are playing?

Are children being harmed by playing violent video games?

Next, compare your answers with your mates for a while.

Now read My Son, The Dragon Slayer: The Risks And Rewards Of Growing Up Gaming. While reading, take notes about the article: what you agree with, what you disagree with, the most outstanding viewpoints, the conclusions it has made you jump into, and so on.

Then, use all the information you have gathered both from the podcast and from the article and share it when discussing about the topic below:

Our Viewpoints: Gaming's Impacts.

Finally, write a report about this theme. Do not forget to use all the knowledge gained all throughout the various tasks you have been tackling. Remember the layout, the organization and the purpose of your text.

Picture from


  1. Games are meant to be a powerful tool in school as another resource they can use. In some ways they make hesitant teachers gain confidence in themselves and give their children the chance to go to the computer room which otherwise would not be possible.

    But I think, as a migrant teacher myself, there is still a long way to go. I have a lot of doubts coming out from my own experience and from reading.

    On one hand they are very appealing to kids, therefore they guarantee students' engagement. Games last aim is to play. We want children to play so that they develop an understanding of the world around them and the social relationships that they will need to engage in to be successful members of their group. Games are also fun. That is the reason why we like to play. Formal games with rules serve the same functions, but additionally motivate us through our competitive nature. They can even transfer you to settings a traditional classroom cannot. And finally, as you can listen to in the video, they foster creativity and teach students to be innovators when they play and find the way out to the problem solving situation.

    On the other hand it is true that educational games often lack much of the engagement and fidelity of commercial games, and commercial games generally fall short on intellectual content. It is also true that games can be addictive, some are just prompt mechanical behavior and they can make you rely on prizes, incentives and all that stuff….what if not? And yet they are not available in every school and for everyone.

    Games are an effective learning tool –as Jean Paul Gee says- and they are triggering off a change but the gaming companies should be pressured to focus on those areas which can be easily incorporated to education.


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