January 3, 2009
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Video Games: Friend or Foe to Learning Community?

Fantasy author Jayel Gibson promotes video gaming as learning tool.

Port Orford, OR (PRWEB) July 28, 2008 -- According to a study conducted by the Federation of American Scientists, 45 million homes have video-game consoles. Experts with the National Education Association, along with software companies, see the use of gaming devices as beneficial in the classroom, not just home entertainment. Parents and teachers have long viewed video games as a corrupting force rather than an educational tool, but, as a new generation of parents see the educational benefits of video games, educational gaming is becoming a trend.


Jayel Gibson, author, educator and video game advocate, supports the use of video games as an educational tool to spark creativity in kids of all ages. An adjunct professor at Southwestern Oregon Community College, and a popular fantasy author, she often discusses gaming in the classroom and using video games for creative purposes. Gibson's years spent gaming served as an inspiration for her novels, including her newest book "Quondam" (Synergy Books, May 2008, ISBN 978-1-933538-83-9, $14.95).

"Gaming has enormous potential as a teaching tool," says Gibson, an elementary school teacher for over 15 years with two Teacher of the Year awards for her use of technology in the classroom. "Too many people have labeled video games as a negative influence, but as a member of the gaming community and teacher, I have seen video games used to teach as they entertain."

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Arts - Podcast Date: Wed, 23 Jul 2008 17:35:01 -0700

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