Thursday, 9 April 2015.
Information and communication technologies have been through incredible progress and growth over the years due to progressivity and improvement. Thus, teachers, scientists, politicians, even students, expect the full inclusion of personal computers in the school curriculum. The use of computers in educational institutions is considered to be a way of enabling students to participate in video games. Thus, in order to avoid the possibility that students participate in more games than training, decision makers, as well as scientists, are looking for ways to include computer games in schools so that students can entertain and learn at the same time
The game has long been a leisure time for people. This is mainly because they are entertaining, the preferred way of using their free and passive use, while they are involved in dynamic competition. Thanks to the improvement of technology, these games can now be used with the use of personal computers with young children who join school by more than 50% of the time on the personal computer playing video games. This affects their school time, which is reflected in their mark and productivity with regard to the physical achievements of the school. Thus, teachers and researchers are looking for ways to incorporate these computer games into the school curriculum, so that students can play in the learning process
Computer plays in a school can affect actors who are mainly students either structurally or by destructive means. Positive effects include computer games in the school, improving visual-dimensional abilities of the player by teaching video games, teaching special and special skills of the player, as well as know-how, and social games, as well as their level of animosity and anger. On the contrary, the negative effects include enhanced hostility, anger, behaviour and thought, deteriorating school education, exposure and dependence on how often play and reading are used (Sarah, Caitlin, Craig and Douglas, 2012, p. 647)
These games can be assimilated into biology, mathematics and reading. Canon, a company in U.S, uses video games to train specialists in the field, while Volvo has created car sellers using online games. In addition, it indicates that computer games are important for learning and increasing the number and physical abilities of young students, as well as even for adults in the working areas. Computer games such as bronchiasaurus, were valuable and approved for people who are looking forward to improving self-service, know-how, and education for asthmatic children (Sara, Kathelyn, Craig & Douglas, 2012, p. 652)
Leonard Anetta claimed that with the help of Discover Babylon, the video game created by students from the University of California contains the correct scientific and historical data. Therefore, it can replace learning, attract students to decipher historical and scientific difficulties and develop their perception. On a personal computer, playing video games, students receive and improve their cognitive skills, mental capacities, creating viable models, useful in the real world, improving their capabilities, and assessing whether a reliable or reliable data source is available before it is distributed (Leonard, 2008, p. 230)
Ben Williamson, on the other hand, argues that while computer games are suitable for use in education, there is no experimental evidence that students can gain academic value from their assimilation in the school curriculum (Ben, 2009, p. 10). He says that video games are creators of know-how, authentic exercises, beliefs, as well as media literacy agents and the use of big ideas. Therefore, computer games at school should be included in schools for both useful and experienced students, while students develop and complete their intellectual and developmental skills to turn them into reliable and reliable followers of the community (Ben, 2009, p. 16)
This article uses log sources to focus on how you can effectively use computer games in a classroom for teachers to ensure that they are effectively trained. Three articles talked about how the development of technology and the increasing use of computer games in schools may encourage pupils to learn more about how they play
Get more information
Leonard, A. (2008). Games in Education: Who They Should be Used
Sara, P., Kilyn, M., Craig, A., & Dogs, G. (2012).