Currently teachers use various strategies
to gauge student interest when teaching narratives. These strategies
include using textbooks, magazines, and movies that are either autobiographies
or that contain biographical accounts or interviews. Although the
most commonly used item is the textbook, most teachers also use
the commercial movies that have been generated from a text. The
movie is usually shown after students have read the text and often
used in classroom to supplement the reading of the book. Movies
have also been based on video games. Many of these movies can be
used in the classroom. The computer, television, telephone, video
recorder, and radio were all introduced slowly into the classrooms
because of their acceptance in society. Why not accept the idea
of video games?
Video games are a lot more common
than home computers. They are relatively inexpensive (approximately
$100 for an original PlayStation, and $300 for the PlayStation 2).
People know how to use them and think they are cool. What's more,
by providing a device that would use the family television to provide
the instruction, valuable time was being reclaimed from the less-than-ideal
programming that so many students watch after school. Like television's
most popular shows, video games bridge the digital divide by exposing
families at all income levels to educational resources that are
affordable, accessible from home, academically sound, and highly
motivating for all learners.
As we move into a more technologically
advanced society, we as educators must continue to keep student
interest and this can be done through the use of commonly used interactive
technology such as video games.
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