Tuesday, 3 April 2018

The use of computer games in classroom environment

an article by Stamatios Papadakis (University of Crete, Greece) published in International Journal of Teaching and Case Studies Volume 9 Number 1 (2018)

Abstract

As part of the educational use of ICT, digital games can be learning tools, motivators and generators of curiosity and as a result an effective means of optimising student learning and performance in daily educational practice.

The positive relationship between learning and students’ engagement while using digital games has been confirmed by various independent studies over the years. Thus, the integration of digital games at different levels of education for teaching multiple learning objects comes as no surprise.

Despite the many studies on the learning and motivational effects of digital games, teaching with digital games is not yet widespread in secondary education. Current research emphasises that most of these factors appear to stem from difficulties with the implementation of games in classroom settings.

Problems with technology, the cost/expense of games/equipment, the lack of technical support are defined as some of the barriers to the addition of games and simulations in education.


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