Thursday, April 12, 2012

Introduction

Can games enhance learning? The first reaction might be skeptical because of the known fear that video games are detrimental to children and adolescents’ health and can bring about aggressive behaviors. However, the 21st century is here and the age of computer technology is affecting almost every field. Soon, traditional teaching will have to be modified due to the ever-growing change in modern lives today involving technology such as cell phones, the Internet, videos, and more. Children and adolescents’ lives are especially impacted by information technology, and not only by social networks such as Facebook but also by video games. "In the US, nearly 170 million people played computer and videogames in 2008, spending a record $11.7 billion." (Trybus) The older generations may be skeptical about gaming but no one can deny that it has great potential for education.

Reference
Bourgonjon, J., Valcke, M., Soetaert, R., de Wever, B. Schellens, T. (2010, December 28). Parental acceptance of digital game-based learning. Department of Educational Studies, Ghent University, H. Dunantlaan 2, 9000 Ghent, Belgium.
Griffiths, M. (2002). The educational benefits of videogames. Education and health, vol. 20, No. 3. 
Van Eck R. (2006, March/April) Digital Game-Based Learning: It’s not just the digital natives who are restless. Educause review, vol. 41, no. 2.
Trybus, J. (2012). Game-based learning: what it is, why it works and where it’s going. New media institute. Received from http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
Tyson, J. (1998-2012). How video game systems work. Howstuffworks inc. Received from http://electronics.howstuffworks.com/video-game2.htm

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