The use of computer games in classroom environment

Stamatios Papadakis
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引用次数: 54

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.
电脑游戏在课堂环境中的使用
作为信息通信技术教育应用的一部分,数字游戏可以成为学习工具、激励因素和好奇心的产生者,从而成为优化学生在日常教育实践中的学习和表现的有效手段。多年来,各种独立研究已经证实,在使用数字游戏时,学习与学生参与度之间存在积极关系。因此,将数字游戏整合到不同层次的教育中以教授多种学习对象就不足为奇了。尽管有许多关于数字游戏的学习和激励效应的研究,但数字游戏教学在中学教育中尚未普及。目前的研究强调,大多数这些因素似乎源于在课堂环境中实施游戏的困难。技术问题,游戏/设备的成本/费用,缺乏技术支持被定义为在教育中添加游戏和模拟的一些障碍。
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