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This includes using video games in thematic project-based learning, using games to develop students’ literacy and other skills, and how game design offers plenty of learning opportunities for children and young people. The handbook also highlights how video games can support inclusive education and what teachers need to do to counter some of the
19 Οκτ 2021 · The paper deals with the theory of the application of video games in teaching discuss the advantages and disadvantages of using video games as a teaching tool, as well as to raises some...
Game-based learning is a method of obtaining new concepts and skills through the use of digital and non-digital games (Grace, 2019). The application of games in education can foster notable improvements in both learning and education outcomes (Kula, 2021; Syafii, 2021).
1 Ιαν 2003 · After justifying this point of view, we offer a critical review of previous research on the subject; and finally reach some conclusions on the advantages of using video games for...
1 Οκτ 2003 · Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects.
knowledge. The commercial popularity of video games is beginning to transpose to the classroom; but is the classroom ready? Are teachers and administrators ready? This article provides a practical rationale for and experiences with inte-grating video games into the K-20 (kindergarten through graduate school) curriculum. REPORT BY THE BUSINESS ...
games (digital literacy); 3) Learning with games in schools. Sociological approach Most papers and research reports about the use of videogames aims to de-scribe the current use of this technology and to try to analyse the differences in access and gender. The time that a particular child spends on a computer and their activities on