|iPad 2 @Phillips High School|
|My students lining up after using|
the iPads during lunchtime gaming.
Recently I’ve been criticized for allowing my students to participate in Lunchtime Gaming at my school. While searching for language besides my very colorful array of words to share in a formal response, I found this cool list compiled by Library guru Doug Johnson. Some items on the list I have either tweaked or added content, but the idea is totally his. Visit his Blue Skunk Blog to read more about Library Science related topics and enjoy the pictures/captions below.
- Gaming keeps teens busy, engaged and reinforces responsibility.
|These young ladies are wiping the fingerprints off of their iPads screens|
- Gaming gives teens practice learning strategy and logic.
- Gaming teaches and emphasizes content.
- Gaming builds reading and math skills.
- Gaming builds research skills when looking for information about games strategies or solutions to puzzles.
- Gaming get teens into Libraries who might not otherwise go there, increasing the likelihood of book check out. (THIS HAS HAPPENED TO ME!!!)
- Gaming serves as a relaxing medium for teens that are under stress.
- Gaming gives teens practice with social skills especially when they work in teams
- Teens love the interaction/stimulation that gaming provides.
- Girls are more active participant in gaming activities.
|These Junior level gamers are regulars in my Library Media Center|
- Gaming builds inter-generational conversations and relationships. (many of these games are used as a primary source of entertainment for some teens)
|Teacher Ebony Rose competes with teens on the popular|
'Temple Run' game during the lunchtime gaming period.
- Gaming encourages teens that are otherwise withdrawn, introverted or shy to socialize with other teens within their peer group.
- Gaming encourages teens to seek careers in Video Game Design and Production.
- Gaming creates a safe, friendly environment for competition among teens.
|Here's a student's high score on Temple Run|