Considering the pros and cons concerning electronic gaming make a case for or against the use of these educational games in the leaning environments. if I get ideas from others I must use a citation. Can you help me write teacher. I work in the prek setting as a parapro and we do not use electronic gaming in our educational setting.

This is an extremely broad subject. You might try reading this three-volume set on research in electronic gaming in schools.

http://www.igi-global.com/book/handbook-research-effective-electronic-gaming/459

That being said -- I had success teaching preschoolers how to use the mouse with an age-appropriate game.

I also felt that students gained by using the games "Where in the World is Carmen Sandiego" and "Where in Time is Carmen Sandiego."

The Carmen Sandiego games, of course, were for older children. Also -- "Oregon Trail" was fun and educational.

Today there are many such games that teach students in an enjoyable way. Games are great motivators.

Certainly! When it comes to the use of educational games, there are several pros and cons to consider. However, since you mentioned that you do not currently use electronic gaming in your preschool educational setting, I will present arguments against the use of these games. Here are a few points you can include in your case against the use of electronic gaming in the pre-K learning environment:

1. Lack of Social Interaction: One of the primary concerns with electronic gaming is that it can hinder social interaction among young children. Preschool is a critical time for children to develop social skills, such as sharing, taking turns, and collaborative problem-solving. Traditional classroom activities and playtime foster face-to-face interactions, which are vital for their overall development.

To support this point, you can include a citation from a reputable source, such as a scholarly article, that highlights the importance of social interaction in early childhood education. For example, you could reference a study published in a journal like "Early Childhood Research Quarterly."

2. Screen Time and Health Concerns: Excessive screen time is a growing concern, and the American Academy of Pediatrics recommends limiting screen time for young children to no more than one hour per day. By avoiding the use of electronic games in the classroom, you are helping to promote healthier habits and reduce the risk of sedentary behavior, eye strain, and sleep disturbance associated with prolonged screen time.

For this point, it would be beneficial to cite a reputable source such as the American Academy of Pediatrics or a similar professional organization that addresses screen time recommendations for children in early childhood.

3. Hands-On Learning Experiences: Preschool students benefit greatly from interactive and hands-on learning experiences. Traditional classroom activities, such as using manipulatives, engaging in sensory play, and participating in physical games, allow children to actively explore and develop their fine and gross motor skills, spatial awareness, creativity, and problem-solving abilities. These activities can provide a more comprehensive and holistic learning experience compared to screen-based interactions.

When making this point, you could refer to educational theorists such as Jean Piaget or Lev Vygotsky, whose research emphasizes the importance of hands-on learning experiences for young children.

Remember to use proper citation formatting based on the required citation style (e.g., APA, MLA) when including references in your written case.