The Next Generation of Educational Engagement (via Michelle): "Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Internet and other digital media has shaped how they receive information and how they learn."
Comment: The introduction to this article states that today's students are technologically literate. I disagree. A large percentage of students are comfortable with technology...but a significant percentage are techo-allergic. The generalization that a young person knows computers and digital interfaces is wrong. Anyone trying to teach with technology knows this.
The balance of the article focuses on the popularity of video games and their application to learning. Games are discussed as an informal learning environment that incorporate many attributes of how people learn (uses prior learning, context, feedack, social, experiential). As the author notes, the value of games in learning is obvious...the challenges hinge on development, deployment and acceptance.