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Games

Games Computers in Education Why games Lure of computer games Fantasy Challenge & curiosity Engagement Interest eg. sport’s games Violence – releases pent up aggression??? Peer pressure Categorising games Action Adventure Fighting Sporting Puzzle Role-playing Simulations

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Games

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  1. Games Computers in Education

  2. Why games • Lure of computer games • Fantasy • Challenge & curiosity • Engagement • Interest eg. sport’s games • Violence – releases pent up aggression??? • Peer pressure

  3. Categorising games • Action • Adventure • Fighting • Sporting • Puzzle • Role-playing • Simulations • Strategy • Instructional

  4. Concerns around games • Games displacing activities • Social play & physical activity being replaced • Effects of violence • Do violent games attract whose who have a violent tendency? • Unresolves research • Gender images • Females are alienated if they do not have identities in the game

  5. Value of games • Who is learning • What? • Where? • Why?

  6. Learning with games • Games often characterised by trial & error approach • Logical thinking • Problem solving • Exploration • Games assist in developing computer skills • Increases confidence

  7. Learning (cont) • Facilitator of social interactions • Communication • Multi player options • Role playing • Children learn to participate • Share knowledge, skills

  8. Different approaches to learning • Twitch speed vs conventional speed • Parallel processing vs linear processing • Graphics first vs text first • Random access vs step by step • Connected vs standalone • Active vs passive • Play vs work • Payoff vs patience • Fantasy vs reality • Technology as friendvs technology as foe (Marc Prensky, 2001)

  9. Conclusion Learning with games • Developing skills • Real-life scenarios • motivation

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