It also addresses the issue that the effect of video games on human cognition is still largely unexplored, which makes the design of games for learning challenging. The 15 contributors describe a wide range of theory as well as on the practice of designing games for learning purposes.
Gaming and Cognition applies the principles of research in the study of human cognition to video games, providing a critical examination of the rigor and design of the experiments in the study of cognition and gaming in order to substantiate practical applications in the use of games in education. Recommend to a Librarian Recommend to a Colleague.
Looking for research materials? Search our database for more Digital Game Based Learning downloadable research papers. Esports Research and Its Integration in Educ The world of esports in education is booming, and In Stock. Exploring Online Learning Through Synchronou Exploring online learning through the lens of sync Cases on Teaching Sexuality Education to Ind There are several reasons for providing sexuality Study Abroad Opportunities for Community Col Community colleges serve more students than any ot The competitive elements of a game are generally not found in traditional learning methods like a classroom lecture or discussion.
If you think of a game environment, such as MMORPGs massively multiplayer online role-playing games , players competing against the computer is how most interactions take place, whether through combat, racing, or navigating dialogue trees. In PvE, or player versus environment mode, players test their skills against a programmed enemy, employing a defined set of strategies to overcome an obstacle.
Games that are fun to play significantly improve learning performance. When students have fun, the learning pressure dissipates, allowing them to freely define and modify their strategies according to a specific goal. Rewards aid in the learning process by keeping the participant invested and coming back for more.
Goals and their corresponding rewards can be built in stages and set according to difficulty. It would be less discouraging for students to learn their mistakes right away than seeing a red mark on paper assessments a few days later. Feedback in a game context is instantaneous and scoring can be standardized to allow comparisons. While positive claims have been made about using games as educational tools, some question its viability as well.
There are those who argue that research has been slow to provide hard empirical evidence on its effectiveness. Among the negatives that are associated with games and technology in general is that it promotes isolation and anti-social behavior, and results in short attention span.
The claim on short attention span might ring true today because of the dynamic and fast-paced nature of technological advancements. However, the anti-social behavior element might not, as more and more games are developed for social play. While some games do not allow face-to-face interactions, they mirror real-world communication that could prove useful in personal and business transactions.
Others argue that implementing either a fully digital game-based curriculum or even one that relies heavily on games requires additional equipment, software, and training of teachers, thus increasing costs. Some believe that playing games distract learners from attaining other valuable skills.
There are debates on whether or not digital game-based learning will prevail in the next 10 years or so, but it cannot be denied that it is thriving. Although more studies need to be done and more games have to be developed to prove its lasting power in the field of education, game-based learning can offer many advantages when done properly.
In the meantime, educators can take advantage of the multiple learning scenarios it presents to engage their audience. We use cookies in order to personalize your experience, display relevant advertising, offer social media sharing capabilities and analyze our website's performance.
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