# data[].attributes.body
Against:

-Can be intimidating to children who don't feel comfortable with technology
- Could be some kids have limited access to technology.
- Some children enjoy very specific kinds of technology and computer games
-requires that students take responsibility for their learning

# data[].attributes.body
For:
-Engaging
-involves different learning styles
-requires that students take responsibility for their learning

# data[].attributes.body
EINAV AND ANABEL

*moves the teacher aside
*you need to have access to computers and internet, not all schools have that.
*unappropriate materials
*distracts students

# data[].attributes.body
EINAV AND ANABEL

* much more fun.

* encourages differencial learning.
* faster to creat lessons.
* kids love technology
* creative

# data[].attributes.body
* Disrupts development of kids' imagination.
* Information is not always reliable.
* Kids get used to relying on technology rather than working themselves (eg. writing sentences with Google Translate).
* Gamification: pupils don't learn to work, just to play.
* Pupils get hooked on the immediate feedback.

# data[].attributes.body
against:
* technical issues.
* isolation from society
* might do other things on their phones
* pupils see it as a game - not seriously

# data[].attributes.body
for:
* interesting lessons
* engaging the kids.
* collaboration

# data[].attributes.body
* Immediate personal feedback.
* Engages various intelligences and talents.