Games in Class        Playing computer games is getting serious. Washington teacher

Games in Class

       Playing computer games is getting serious. Washington teacher Tammie Schrader is so enthusiastic about computer games in education that she thinks they can be used to teach programming skills which will help students in college——starting in middle school.

       Canadian teacher Justin Holladay wrote a few simple games to help his students practice math skills, and when they caught on, he started his own company to create more of them.

       And the University of Washington’s Zoran Popovic got more than 4,000 Washington students to master their lessons this spring by playing a computer game for just a few hours.

       The growing availability of inexpensive tablet computers and a new generation of young teachers who grew up playing on computers have spurred (激发)interest in games for serious purposes.

       “Six or seven years ago, selling games to schools was forbidden,” said David Martz of Muzzy Lane Software, a Boston, US company that produces games for publishers such as McCraw-Hill. Now, he said, schools are interested in the promise of games—perhaps because gaming is so much more popular.

       Software and education companies have tried for many years to combine youngsters’ passion for computer games with educational progress, without much success.

       Popovic thinks the first effort to combine games with education fell flat because they were created by commercial companies. These companies were more interested in selling products than seeing students master a skill.

       Teachers say there are some pretty good games in the marketplace now.

       Holladay, the math teacher from Alberta, Canada, began moving paper-based math games to the iPad, building games that allowed students to compete with each other and giving them instant feedback(反馈) on their progress.

       The game reinforced(加强)the lessons he was teaching, and his students had fun playing, he said. “They were a lot more engaged.”

21. What factors have helped promote computer games in schools according to the article?

       a. The affordability of tablet computers.

b. The preferences of young teachers.

c. The advertisements of commercial companies.

d. Parents’ support.

e. Better games being produced.

A.a,b,c           B.a,c,d           C.a,b,e           D.b,d,e

22. What is Holladay’s attitude towards the idea of using computer games in class?

       A. It allows students to learn in a fun way.

B. It is not as helpful as people thought it would be.

C. It reduces the interaction between teachers and students.

D. It sounds good but it makes it inconvenient for teachers to get feedback from students.

23. The writer’s attitude towards the use of computer games for education is          .

       A. objective           B. negative             C. critical              D. supportive.

答案

CAD

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