Are Wii Having Fun Yet?

Christina Badman (Sacred Heart Catholic School, USA) and Matthew DeNote (Espiritu Santo Catholic School, USA)
Copyright: © 2013 |Pages: 49
EISBN13: 9781466642591|DOI: 10.4018/978-1-4666-2848-9.ch003
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Today’s students live and thrive in a digital environment, and educators need to help them succeed in the present, as well as their impossible to predict future. Using elements of gaming in the classroom, the authors of this case have provided their students with a challenging and engaging classroom setting where creative and critical thought processes are encouraged and rewarded. This chapter is based on two years’ worth of work (still ongoing today) incorporating the Nintendo Wii gaming platform into multiple subjects and grade levels. Since there is no way to know what our world will have to offer when the youth of today graduate from college, it is vital to focus on helping students learn how to think creatively and critically, adapt to different situations, and work collaboratively with others to solve problems and complete tasks. The authors feel gaming in the classroom allows students the opportunity to practice and refine these important life skills.
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