“ We believe that game technologies and game-like learning offer new and inviting tools for young people to try out and eventually become new kinds of learners and citizens fit for the 21st century’s global world full of great perils and possibilities.” (James Paul Gee)
“… despite the increasing use of video games in education, analysts know little about what exactly children learn from gaming , primarily because of a lack of rigorous research on learning outcomes.” (Schmidt, Vandewater)
Ramapo Islands Peggy Sheehy, Library/Media Specialist The Home of Ramapo Islands
References Gee, J. (n.d.). Spotlight on DML | Jim Gee: The Repertoire of Human Identities and the Digital World. Retrieved April 16, 2008, from http://tinyurl.com/5npzbu . MUVE - Wikipedia, the free encyclopedia . (n.d.). Retrieved April 11, 2008, from http://en.wikipedia.org/wiki/MUVE . Reuters/Second Life >> Gartner sees 80 % virtual world penetration by 2011 . (n.d.). Retrieved April 13, 2008, from http://tinyurl.com/32a4be . Schmidt, M., & Vandewater, E. (2008). Media and Attention, Cognition and School Achievement. The Future of Children , 18 ( 1 ), 73. Yee, N. (n.d.). Avatar and Identity in MMORPGs . Retrieved April 16, 2008, from http://www.nickyee.com/daedalus/gateway_identity.html .