THE ROLE AND IMPORTANCE OF COMPUTER GAMES IN EDUCATION
The first part is dealing with definitions of computer games. Are they some forms of simulations, a sub-category of simulations, distinct from simulations, or simply an extension of traditional games? Follows a list of categories and genres of computer games and their main characteristics. What are the similarities and differences between computer games, educational games, video games, digital games, traditional games and other forms of games?.
The next part is addressing the following questions: why, how and where we use computer games in the educational process? According to many scientific investigations, computer games had significant educational value and could be extremely useful if they become part of the school curriculum. There are various computer games that create a context in which students can develop important skills. The use of computer games in educational contexts encourages active, critical, autonomous and participated learning processes, engaging students in active forms of acquiring knowledge and skills. The main purpose of computer games is not only for entertainment; they can combine the playful factor with pedagogical advantages, promoting changes in terms of cognitive, behavioral and psychomotor skills in its users.
Follows explanations about the main benefits of using computer games as learning tools, related to problem-solving, 21st- century skills, integration of learning and assessment, collaborativeness and interactivity, addressing cognitive as well as an effective learning issues, and motivation for learning. The author elaborates how computer games are linked to the acquisition of computer literacy, improvement of cognitive and attention skills, and development of positive attitudes toward technology. The limitation of introducing games in education and their disadvantages are also pointed out.
The last part is dealing with recommendations about the proper use of computer games in various learning technologies, including traditional didactic classroom and different forms of distance education.
The next part is addressing the following questions: why, how and where we use computer games in the educational process? According to many scientific investigations, computer games had significant educational value and could be extremely useful if they become part of the school curriculum. There are various computer games that create a context in which students can develop important skills. The use of computer games in educational contexts encourages active, critical, autonomous and participated learning processes, engaging students in active forms of acquiring knowledge and skills. The main purpose of computer games is not only for entertainment; they can combine the playful factor with pedagogical advantages, promoting changes in terms of cognitive, behavioral and psychomotor skills in its users.
Follows explanations about the main benefits of using computer games as learning tools, related to problem-solving, 21st- century skills, integration of learning and assessment, collaborativeness and interactivity, addressing cognitive as well as an effective learning issues, and motivation for learning. The author elaborates how computer games are linked to the acquisition of computer literacy, improvement of cognitive and attention skills, and development of positive attitudes toward technology. The limitation of introducing games in education and their disadvantages are also pointed out.
The last part is dealing with recommendations about the proper use of computer games in various learning technologies, including traditional didactic classroom and different forms of distance education.
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