It’s difficult to argue against the use of technology in education, especially in the 21st Century classroom, where kids must learn to communicate and engage in a globalized world. Internet and tech, at the forefront of educational access and reform, provide an infinite amount of resources, tools, and vehicles for teachers and students alike. The potential is immeasurable, and the innovative examples of teachers integrating iPads and apps flourish across the social networks as we share what works, and sometimes what doesn’t.
Some of the most outspoken critics in the Edutech space center on gaming, frequently correlating violent playground behavior with the violent games kids are playing at home. It is an argument that tends to reinforce the belief that games have no place in the classroom.
While we’re not an educational software company, at Nukotoys we’re focused on bridging the positive effects of both real-world play with the benefits of digital —the collaboration, strategizing, and inherent social benefits of not just play with one another, but the sharing and promoting of each other’s achievements.
The following infographic illustrates our optimism for the potential of games in the classroom. What if we can bridge the educational and enriching games kids play in the classroom, with what they take home? The world spends 3 billion hours a week playing video and computer games. As parents, caregivers, and educators, let’s make those hours count.
Created by Knewton and Column Five Media
