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Effectiveness of Games - EDT 512 Forum Post

  • Writer: davidtang42
    davidtang42
  • Jan 30, 2017
  • 1 min read

  1. What types of games qualify as serious games for use as educational tools.

  2. What games would have a beneficial effect on learning?

  1. Why is cognitivism and constructivism used as the major theoretical foundations for this research and could they have used others?

  2. How would these games that were researched provide affective learning environments, and to facilitate science learning?

  1. What types or genre of computer games has a beneficial effect on learning?

  2. How does the ‘flow’ state experienced by players effect declarative and procedural knowledge as well as retention?

Using computer games in the classroom is a great way for students to learn. Games help some with learning the subject material, as well as retaining what they've learned. Gaming can also help reinforce the subject material given in a lecture and promote teamwork among the students.

Some examples of games that may help with reinforcement are Minecraft and Tekkit. These computer games are open sandbox games that help students learn logic, circuit board design, exploration, and teamwork. Another such game is Kerbal Space Program, which allows students to learn physics by building a spacecraft and flying it. By having students construct objects in the game environment and learn what each object or creation does under certain circumstances, students are able to practice their critical thinking and building skills. This allows them to retain what they have learned in class.

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