"[Video gaming] is hardly a 21st-century skill," says Diane Ravitch, an education historian and NYU professor whose book includes essays on video games' effects. "What [students] need most is to know history, civics, foreign languages, economics, literature, and to engage in the arts. These are knowledge and skills not acquired in the blink of an eye. They require thinking, self-discipline, practice, concentration, study, intellectual energy—not the same skills one learns when playing with video games, which give instant gratification and reward the lucky."
Professor Gee's most recent books deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent book is Good Video Games and Good Learning: Collected Essays on Video Games, Learning, and Literacy (2013), The Anti-Education Era: Creating Smarter Students through Digital Learning (2013), Collected Essays on Learning and Assessment in the Digital World (2014), and Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games (2015) . Professor Gee has published widely in journals in linguistics, psychology, the social sciences, and education.
Persuasive Essay on Video Games
In sum, while there is less research on violent video games than there is on violent television, the effects appear to be similar. Children (and adults) who play more violent video games are more likely to experience aggressive feelings, thoughts, and actions, and are also less likely to behave in positive, helpful ways...