Skip to main content

Mobile Navigation

  • National
    • Policy
      • High Expectations
      • Quality Choices
      • Personalized Pathways
    • Research
    • Commentary
      • Gadfly Newsletter
      • Flypaper Blog
    • Events
    • Scholars Program
  • Ohio
    • Policy
      • Priorities
      • Media & Testimony
    • Research
    • Commentary
      • Ohio Education Gadfly Biweekly
      • Ohio Gadfly Daily
  • Charter Authorizing
    • Application
    • Sponsored Schools
    • Resources
  • About
    • Mission
    • Board
    • Staff
    • Career
Home
Home
Advancing Educational Excellence

Main Navigation

  • National
  • Ohio
  • Charter Authorizing
  • About

National Menu

  • Topics
    • Accountability & Testing
    • Advanced Education
    • Career & Technical Education
    • Charter Schools
    • Curriculum & Instruction
    • ESSA
    • Evidence-Based Learning
    • Facilities
    • Governance
    • Personalized Learning
    • Private School Choice
    • School Finance
    • Standards
    • Teachers & School Leaders
    • Think Again
  • Research
  • Commentary
    • Gadfly Newsletter
    • Flypaper Blog
    • Gadfly Podcast
  • Events
  • Scholars Program

Game time

10.8.2008

Video games might help kids develop more than overgrown thumb muscles, reports the New York Times. Increasingly, publishers and educators are using video games to bait students into opening that ancient relic known as a book. This is, to an extent, laudable: schools should prepare students for the (digital) future, and teachers should strive to make learning relevant and engaging. But while digital media might provide innovative hands-on choices for educators, it is no substitute for the printed word. "Gaming evangelists" who claim that reading is too passive for activity-yearning youngsters ought to take a page from one opponent of this defeatist trend: "rather than say, 'Oh, books are irrelevant in the modern era because there are all these other media available,' I would ask shouldn't we be doing a better job of teaching kids how to read?" Indeed. A student who has learned to actively read--to decode and deconstruct, to question and connect and imagine, to find hidden meaning, to understand and appreciate tone and irony and language--will never be disengaged or unhappy with mere print. And on occasion, he or she might even prefer it to Super Smash Brothers Brawl and World of Warcraft.

"Using Video Games as Bait to Hook Readers," by Motoko Rich, New York Times, October 5, 2008

Tags: New York
Fordham Logo

© 2026 The Thomas B. Fordham Institute
Privacy Policy
Usage Agreement

National

P.O. Box 110
Burke, VA 22009

202.223.5452

[email protected]

Ohio

P.O. Box 82291
Columbus, OH 43202

614.223.1580

[email protected]

Sponsorship

130 West Second Street, Suite 410
Dayton, Ohio 45402

937.227.3368

[email protected]