Fun based education for ages from 3 to 100: Lighting the candle of learning passion

K. Murthy
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Abstract

This paper expounds the advantages, substantiating the perfect fit of video games for adapting and re-purposing them for education vertical. The author argues that the most important advantage of a gaming platform to use in education and e-learning vertical is that the video games are inherently engaging, highly interactive, a personal experience, very relaxing and fun to the players, which places the player's minds in an excited mental state, making it the best opportunity to strategically embed education contents. In such a unique frame of mind, the player is playing the game to win, yet enjoying the challenge. That frame of mind is also the best suited to learn, not just passively as in reading a book, but actively learn. The frame of mind is also the best to remember the educational contents presented to the player.
3 - 100岁趣味教育:点燃学习激情的蜡烛
本文阐述了电子游戏的优势,论证了电子游戏与教育垂直领域的完美契合。作者认为,将游戏平台用于教育和电子学习领域的最重要优势在于,电子游戏本身具有吸引力,互动性强,是一种个人体验,对玩家来说非常放松和有趣,这使玩家的思想处于兴奋的精神状态,这是策略性嵌入教育内容的最佳机会。在这种独特的心态下,玩家玩游戏是为了赢,但也享受挑战。这种心态也是最适合学习的,不是被动地读书,而是主动地学习。这种心态也最容易让玩家记住呈现给他们的教育内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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