Argumentative Analysis

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There is a crisis happening within our schools, as we have children that do not want to engage, while our intelligence is dwindling compared to the rest of the world. Games in the classroom, however, could be a tool to combat this, as they engage students, create positive thinking, and boost problem-solving skills.

One of the primary issues in our society today is the lack of caring. In the article "Gaming Has Huge Educational Potential", a poll shows that "71 percent of U.S. workers are not engaged in the workplace." This lack of engagement is rooted within our school, as the same article cites that "by high school only four in 10 students feel positive about learning."
As a high school student, I speak from personal expierence when I say that many of my peers are not engaged with their school or future. It is saddening and it needs to change, and games can do that. The total of gamers worldwide is one billion, and we need to learn from that.

Another highlight of games is their positive impact on the minds of students. Laura Devaney states that, "[Gaming] has a positive impact on brain activity, stimulating memory and retention, 'feel-good' areas,... as well as boosting motivation..." High School is a time of finding identity, dealing with bullying, and struggling with the teenage years. Video games in schools …show more content…

Pamela Paul's dissenting article states that, "Multiple studies show that skills learned on-screen don't always transfer to real life. Is it really advantageous for GarageBand to replace school orchestras?" What Pamela's point fails to realize is that video games are not replacing all traditional elements of school, but rather being used as a tool to aid teachers in the classroom. Instead of using GarageBand to replace music class, why not use an interactive game on the SmartBoard to teach how notes and music sheets work, while using real

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