Abstract
Fully integrated into the everyday lives of millions of young people throughout the world, video games are a vital part of contemporary culture and society. But the reaction of many authorities and the majority of educators has been to discredit video games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. This article focuses on one of the most interesting alternative perspectives--that of their educational potential as teaching and learning tools. After justifying this point of view, we offer a critical review of previous research on the subject; and finally reach some conclusions on the advantages of using video games for educational purposes.
Publisher
Association for Computing Machinery (ACM)
Subject
Computer Science Applications
Reference99 articles.
1. ALDRICH C. 2003. Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning. Jossey-Bass/ Pfeiffer New York. ALDRICH C. 2003. Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning . Jossey-Bass/ Pfeiffer New York.
2. Competitive Aggression without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive Behavior in Video Games
3. Affect of the Game Player
4. BALL G. H. 1978. Telegames teach more than you think. Audiovisual Instruction (1978) 24-26. BALL G. H. 1978. Telegames teach more than you think. Audiovisual Instruction (1978) 24-26.
Cited by
130 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献