How can Educators reach Children who have been called the Net Generation? This question is asked due concern of the United States’ ability to sustain scientific and technological superiority in the future. In 2003, a movement began to integrate video games in teaching and training. This movement is referred to as, “serious games”. Video games have changed the way the new generation socializes and entertains. Games are a primary focus in the lives of the net generation. According to Annetta, “Games are not just played: they are talked about, read about, fantasized about, cheated at, altered, and become models for everyday life and for the formation of subjectivity and intersubjectivity.” (2008, 230). Games can be used for educational purposes which needs political and financial support from the federal government. One example of an educational game is called “Immune Attack”. This game was devised to teach students biology. The purpose of the game is to teach an immune system how to properly function or die. Each level includes different cells and pathogens. I think that this idea of teaching students by the use of video games would have a great impact on today’s students. My son, for example is seven years old and in second grade. He scores above average in math and reading. He spends a significant amount of time playing the Lego video games. He learns the games quickly and memorizes the puzzles and methods involved. Watching the way that he learns by using the video games has impressed me to a great level. The games require mathematic skills and reading. I believe the use of games have increased his knowledge in these subjects. This relates to Annetta’s statement that, “Childhood is a time for constructing the relationship between the world through play.” (2008, 232).
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