Gaming to Save the World

Re: Gaming to Save the World

Games are also places to test, model, experiment with, etc. behaviors and even identities. That is to say, this is not just about generational differences but about tools to which some are now accustomed to use for sampling behaviors and learning to navigate a society.

Re: Gaming to Save the World

I heard this story on NPR as well, and it made me think about many of the same issues. At the end of the day, I have a hard time getting completely on board with Prensky's "digital natives" and Educause's "net generation" rhetoric, because my own experiences suggest that these things do not apply as broadly as we'd like to think. That being said, I am attracted the idea of using gaming environments to grab the attention of our students who find them truly engaging. I've been thinking a lot about Second Life lately, and have been really excited by the work New Media Consortium is doing there. Anybody else tinkering with this idea? Maybe we could meet "inworld" and talk about it!