Educational+Video+Games

Educational Video Games by Jackie Johnson

Pro's: addictive easy to use and teach Most students have prior experience It will give students the chance to start working with technology from a young age competitive and build critical thinking skills If multi-player it builds teamwork
 * REALLY IMPORTANT: students must pass a level before moving on to the next. this makes it easier for teachers to see where the students are at and know who needs help. and also lets the kids learn at their own pace so if they are learning faster they can continue to feel challenged.

Con's: Fun?- when you get older these games decome stupid. Frustration?- will all students understand how to use the technology Expense...

Examples that we used: Number Munchers, Geosafari, Cd Roms from Disney and Jumpstart, and type to learn

Today's examples: Fisher-Price: iXL six in one learning system Cost: $80 per hand held and $25 per software system Benifits: teaches reading, writting, spelling, math, creativity Ages: 3-9 Leap Frog: Leapster explorer Cost: to supply 4 students with everything it comes with is $955 Benifits:Social science, cultures, geography, critical thinking,real world math, spelling, reading and reading fluency. Ages:4-9 Use it in your class room? I went out and found an example of how to use it in a wolrd history class room setting so it just takes some looking into to try and find one entertaining enough for high school or middle schoolers. if you can figure out how to use commercialized games that they are interested in you will get a better response. it is much easier to teach children with video games then it is with older students.