For the first time, the World Health Organization has officially designated “gaming disorder” among its list of mental health addictive behaviors. The move touches off a dispute among some researchers and clinicians over whether there is science to back the decision, and how it might impact children, families, and educators. Schools are increasingly embracing the use of gamification and digital gaming in the classroom to engage students. At the same time, there is growing debate among educators about students’ obsession with digital games such Fortnite.
Davis, M. (2018, June 18). World Health Organization’s New ‘Gaming Disorder’ Raises Questions About Role of Educational Games. Retrieved July 23, 2018
- Posted: January 9, 2019
Home » Best Practices » Davis, M. (2018, June 18). World Health Organization’s New ‘Gaming Disorder’ Raises Questions About Role of Educational Games. Retrieved July 23, 2018
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- Why Poverty Matters
- Poverty Data Sources
- Neuroscience & the Classroom
- Why Resources Matter
- 1 – Build Relationships
- 2 – Decrease Stress
- 3 – Increase Status
- 4 – Increase Hope
- 5 – Proactively Guide
- 6 – Use “Me” Strategies
- 7 – Understand Goals of Misbehavior
- 8 – Decrease Health Impacts
- 9 – Build Family/Community Partnerships
- 10 – Align Instruction & Assessment
- 11 – Motivate
- 12 – Grow Mindsets
- 13 – Build Background Knowledge
- 14 – Grow Executive Function
- 15 – Build Memory Trace
- 16 – Grow Emotional & Soft Skills
- 17 – Purposefully Teach
- 18 – Explicitly Teach
- 19 – Question Strategically
- 20 – Use Data
- 21 – Make Learning Fun
- 22 – Accommodate
- 23 – Infuse the Arts
- 24 – Maintain High Expectations
- 25 – Lead