Learning by playing: Video games in the classroom


A New York Times Magazine writer asks: What if teachers gave up the vestiges of their educational past, threw away the worksheets, burned the canon and reconfigured the foundation upon which a century of learning has been built? What if we blurred the lines between academic subjects and reimagined the typical American classroom so that, at least in theory, it came to resemble a typical American living room or a child’s bedroom or even a child’s pocket, circa 2010 — if, in other words, the slipstream of broadband and always-on technology that fuels our world became the source and organizing principle of our children’s learning? What if, instead of seeing school the way we’ve known it, we saw it for what our children dreamed it might be: a big, delicious video game? It is a radical proposition, sure. But during an era in which just about everything is downloadable and remixable, when children are frequently more digitally savvy than the adults around them, it’s perhaps not so crazy to think that schools — or at least one school, anyway — might try to remix our assumptions about how to reach and educate those children.

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Laura Ascione
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