"How To Do Research" game is presented by Kentucky Virtual Library. It's designed for kids to learn how to do research independently with kids-friendly user experience. Did you know that you can ac...
Via Susan Bainbridge
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Whilst some critics may argue that games have no place in the classroom, in this article I argue that student achievement can benefit from building on the technology skill of the young people, allowing them to address real-life challenges within the safety of the virtual worlds of games. The young people of today play video games for entertainment and relaxation, and they are skillful at manipulating the virtual worlds that they inhabit during the games. Examples from classroom research illustrate how the use of video games in teaching and learning has the potential to change the way that we teach and improve the learning outcomes for the students by enabling them to experience real life examples. Teachers can harness these experiences and interests to engage and motivate students by taking advantage of the dynamic and interactive features of these digital games, thus enabling engagement in learning activities. This article highlights some of the issues and challenges facing teachers considering the use of game based learning in their classroom.
Via Dennis T OConnor, Jim Lerman