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(1752) THE ROLE AND IMPORTANCE OF COMPUTER GAMES IN EDUCATION

机译:(1752)计算机游戏在教育中的作用和重要性

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The first part is dealing with definitions of computer games. Are they some forms of simulations, subcategory of simulations, distinct from simulations, or simply an extension of traditional games? Follows list of categories and genres of computer games and their main characteristics. What are 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 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 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 in not only 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 with problem solving, 21st- century skills, integration of learning and assessment, collaborativeness and interactivity, addressing cognitive as well as affective learning issues, and motivation for learning. The author elaborates how computer games are linked to acquisition of computer literacy, improvement of cognitive and attention skills, and development of positive attitudes toward technology. The limitations of introducing games in education and their disadvantages are also pointed out. The last part is dealing with recommendations about proper use of computer games in various learning technologies, including traditional didactic classroom and different forms of distance education.
机译:第一部分正在处理计算机游戏的定义。它们是某种形式的模拟,模拟子类别,不同于仿真,还是简单地延伸传统游戏?遵循计算机游戏的类别和主要特征列表及其主要特征。电脑游戏,教育游戏,视频游戏,数字游戏,传统游戏和其他形式的游戏之间的相似性和差异是什么?下一部分正在解决以下问题:为什么我们在教育过程中使用计算机游戏的方式以及在哪里?根据许多科学调查计算机游戏具有重要的教育价值,如果他们成为学校课程的一部分,这可能非常有用。有各种电脑游戏,创建学生可以发展重要技能的背景。在教育背景下使用计算机游戏鼓励积极,批判,自主和参与的学习过程,从事学生以积极的形式获取知识和技能。电脑游戏不仅娱乐的主要目的;他们可以将俏皮因素与教学优势结合起来,促进用户在其用户中的认知,行为和精神能技能方面的变化。遵循关于使用计算机游戏作为学习工具的主要好处的解释,与问题解决,21世纪技能,学习和评估的整合,合作和交互,解决认知以及情感学习问题以及学习动机。提交人详细阐述了计算机游戏如何与获取计算机识字,改善认知和注意力技能以及对技术的积极态度的发展。还指出了在教育和劣势中引入游戏的局限性。最后一部分正在处理关于适当使用计算机游戏在各种学习技术中的建议,包括传统的教学课堂和不同形式的远程教育。

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