Beruflich Dokumente
Kultur Dokumente
Annotated Bibliography
William Tucker
UWRT 1104-004
Annotated Bibliography
Annetta, Leonard. Investigating the Impact of Video Games on High School Students
Engagement and Learning About Genetics. Science Direct, vol. 53, no. 1, 2009, p. 74 -
85.
Gaming Applications (MEGA). The difference between teaching kids through video
games and teaching kids through MEGAs is that MEGAs are created specifically for
educational use. They were created because educators want to create the excitement kids
have for video games and direct that passion into learning. In this specific study, high
school kids are using MEGAs to learn about genetics. The hope for this MEGA is that the
high school students get a deeper understanding about genetics that other video games or
even textbooks couldnt offer. The conclusion of the study was that the MEGA was
helpful for a lot of students but that doesnt necessarily mean that other MEGAs are
going to be helpful in different subjects. The future looks bright for MEGAs but it is
important to create properly and have them be well tested before sent in to the classroom.
This source seems reliable because it is part of a scientific study and is peer edited. I will
use this source to explain that video games can have a purpose and can be incredibly
Kamenetz, Anya. Schoolifying Minecraft Without Ruining It. nprED, 9 August 2017,
http://www.npr.org/sections/ed/2017/08/09/539518179/schoolifying-minecraft-without-
ruining-it
This is a developed news article dealing with how some schools have recently integrated
the popular family friendly game, Minecraft, into their new curriculum. The article
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subject varying from English and literature to math and physics. Using certain attributes
in the game, problem solving could prove to be a fun challenge, even for older students in
high school. Minecraft is the perfect game for teaching kids because it contains the
possibility to teach many lessons and is very popular among children due to its pre-
established online community, so students are eager to learn. The problem with
MinecraftEdu is that it has been recently purchased by Microsoft and turned into a
subscription based service. While this can lead to full time developers and a better
system, some teachers worry that it will lose part of the community aspect that it once
had. For, now it is too early to tell if MinecraftEdu will become a good tool for teachers
to use but the future is hopeful. This article was published by NPR, a credible news
source, that is helpful because it can give the most updated status of how video games are
being used in schools. I will use this article to explain how video games are being used to
This source is a reliable website created by the Office of Educational Technology (OET).
The OET is a branch of The Department of Education (DOT) that focuses on the
technological future of public school systems in America. This website explains how
public schools can integrate technology into their teaching. The goal of integrating
technology is for kids to learn how to create a discourse community earlier on in their
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education, and learning important curriculum in a manner that inspires creativity. Schools
can do this by letting kids make videos, music, video games etc. The source gives an
example of a teacher letting his students create text based video games together that will
help them improve on descriptive, clear writing, and work out problems together. While
the article doesnt take the side of video games as a whole, it does suggest that, if done
properly, video games could teach students the importance of collaboration and creativity
in a way that has not been done before. Considering that this website is created by the
DOE, the information presented in the website seems reliable. I will use this website to
explain that technology like video games are not inherently bad and can actually cause
Steinkuehler, Constance. Video Games and Digital Literacies. Journal of Adolescent & Adult
This is an academic source covering how video games affect children and how that can
be used to better educate them. The article starts off by describing how video games can
game, they are understanding difficult plot lines and then contributing to how the story
ends. Furthermore, kids who are particularly invested in certain games will join online
communities that are not unlike discourse communities. On these forums kids are sharing
their own fan fiction, art, and music. These creative outlets inspired by the video game
that a child has played. The article then offers research saying that while kids are
becoming more literate, that knowledge is not being transferred into school. Kids who
play video games do not have better grades than kids who do no. Kids who play video
games can have the possibility of having worse grades because of lack of interest in the
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curriculum. The article then offers a case study where a boy in eighth-grade who plays
video games reads at a fifth-grade level. When the boy was given an assigned reading, he
read at a fifth-grade level. When the boy was given a reading about video games he read
at a fifth-grade level. When the boy got to choose what to read, he read at a twelfth-grade
level. The article ends by saying that kids learn the most when passionate and for many
kids, being passionate about video games and learning lessons through them is valuable.
The article notes that video games are not the answer to make every kid smart, but they
can be a method for kids who struggle with orthodox teaching methods. This article
seems to be highly credible because they did research from past studies and cited
everything at the bottom. This article was also credible because the author had personal
experience dealing with kids who were struggling to learn and who operated better under
more unique teaching styles. I will use this article to argue that video games can be
extremely helpful for the kids who find it difficult to learn through common curriculum.