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Introduction
====The modern classroom is filled with new technologies which can only be navigated by students described as the Digital Natives by Marc Prensky. According to Prensky's theory today's teachers fall under the category of the Digital Immigrant, a group of individuals who have been deemed digitally incompetent due to the period in which they were born. These educators are said to be supremely unprepared to teach students who "have spent their entire lives surrounded by and using computers, videogames, digital music players, video cams, cell phones, and all other toys and tools of the digital age" [|(Prensky 2001, p.1)]. Video gaming is one of these 'toys' and is an extremely popular mode of entertainment among students ranging in age from Kindergarten to College and beyond. According to this theory the Digital Immigrant teacher should not be able to be able to effectively use digital technologies (video games) in their classrooms ([|gaming terminology]). Despite the claims that teachers cannot properly utilize digital technology, educational researchers are investigating the potential scope of video games in schools.====

====Since the dawn of video game time educators have been visualizing a classroom which could harness the attention grabbing power and versatility of this digital media (this is not true for all educators).====

Issues with Gaming in Classrooms
====Four major issues stand in the way of the practical use of video game technology in the classroom. The first of these is the concern that children and adolescents may become 'addicted' to the video games used in the classrooms. The second complication is the gaping technological divide which lies between the desire of teachers to explore the use of games in their classrooms. The third and greatest barrier to the implementation of video games is the enormous cost of upgrading computer systems in the school systems. This becomes an even more immediate concern when one considers the fact that "Commercial videogames are usually one of the most resource-consuming products of the software industry . . . the video game industry is pointed out because of the key role it plays in the promotion of technology (both hardware and software) innovation" (Torrente et al 2009,p.359).The fourth issue is a socio-economic one, as many students face financial issues that will prevent them from completing their 'homework' (students may not have access to computers or video game consoles).====

How Gaming is Being Used
====With all the issues involved in using video games it is easy to see why this digital media are not going to become the main event in schools. However the use of diverse, detailed narratives which captures and holds the attention of its audience means that gaming is a tool which should not be ignored. This media also helps individuals to gain "a sense of competence and achievement through the structuring of progressively more difficult tasks that challenge players at the 'edge of their region of competence' and require the learning of new strategies" (Wideman et al., 2007, p.13).Today, teachers of different subjects and age groups are using gaming as an educational tool (see table 1 for three examples).The video games of today need to be used and explored as an educational tool within the well-balanced lesson plans and curricula of our educators.====

Table 1

 * **Type of Game** || **Example (s)** || **Brief Explanation of Use** ||
 * Simulation || Mekong E-Sim

[|mekong e-sim]
|| This simulation emphasized cooperative strategies in order to solve real-world strategies for second year environmental engineering students. ||
 * Hybrid Reality Games || Amsterdam (ages 11-12) || Students are split into groups with half being out in the 'real' world with phones and gps and the others on computers. ||
 * Literature-based Games || Variety

[|Romeo and Juliet video game]
|| These games can vary from simple memorization games to 'empowering' students to change the plot of the storyline. ||

Video Gaming in the English Class & Beyond
Video gaming, like nearly everything else used in the classroom requires thought and planning on the teachers part in order for the teacher to get the most out of the experience. Students will not be exempted from their former studently duties and will still have to participate in reading, writing and general classroom discussions as ad occurred in pre-video game classes. Literature based games such as the hamlet video game (see link in table 1) could be used to further discussion, giving students a greater understanding of the repercussions of the changes they may wish to see in a tale as tragic and confusing as Hamlet. In history or social studies classes, simulations could be undertaken to better occupy the time-frame and the issues being learned. Gaming has a place in the modern classroom. It does not belong centre stage, but to ignore it completely would be an utter waste of our educational resources.

A Few Basic Video Game Terms
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Video Games: That's What I Said media type="file" key="Video Game Podcast.mp3" width="240" height="20"

References >
 * Souza e Silva, A. d., & Delacruz, G. C. (2006). Hybrid Reality Games Reframed : Potential Uses in Educational Contexts. //Games and Culture//, //1//(3), 231-251.
 * Wideman, H. H., Owston, R. D., Brown, C., Kushniruk, A., Ho, F., & Pitts, K. C. (2007). Unpacking the potential of educational gaming: A new tool for gaming research. //Simulation Gaming//, //38//(10), 10-30.
 * Torrente, J., Moreno-Ger, P., Martinez-Ortiz, I., & Fernandez-Manjon, B. (2009). Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming. //Educational Technology and Society//, //12//(4), 359-371.
 * Prensky, M. (n.d.). Digital Natives, Digital Immigrants. //Marc Prensky.com//. Retrieved October 5, 2010, from [|www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20D]
 * Most Romantic Tales: Romeo and Juliet for PC - GameSpot. (n.d.). //GameSpot is your go-to source for video game news, reviews, and entertainment//. Retrieved October 5, 2010, from []
 * Lord of the Flies. (n.d.). //Nobelprize.org//. Retrieved October 5, 2010, from []
 * Alawar Entertainment, Inc.. (n.d.). //Alawar Entertainment, Inc.//. Retrieved October 5, 2010, from []
 * Adelaide, U. o. (n.d.). Mekong eSim: A role-play/simulation project for 2nd year Environmental Engineering students. //Centre for Learning and Professional Development//. Retrieved October 5, 2010, from [|www.adelaide.edu.au/clpd/resources/leap/case_studies/maier.html]
 * Gaming Terminology - The Average Gamer. (n.d.). //The Average Gamer » Video games news and reviews from the UK//. Retrieved October 5, 2010, from []