Gaming has a positive side
Paul Wilson
The game is not just about revenue, addiction, gamers, and so on. A game that is an expression of technology, developing cultural norms, and a global phenomenon that transcends all boundaries, a source of study.
Games are not just a toy, they promote:
Information Literacy *. Players from text files, take notes, they also take screen shots of the game and invite to comment. A panel then view the proposals and discussions on new strategies and improvements or changes. Knowledge creation and rapid sharing is common, digital spaces. People of all ages and ethnic groups in the world around the pool for their understanding and resources to solve problems.
* Curiosity and thirst to learn more. A leader in the development of learning. Players try to determine pool ideas and resources and how the various functional elements. Individual skills are sharpened through pooled resources.
* The development of well-developed research skills and use the spirit of the amazing number of resources. For games like "Lineage" of a player is a member of a clan would have 100, or to protect more securely and at his castle, or at places it needs to manipulate text, images, use become research material, pull the cards, manage resources, design strategies, create and maintain Treasuries, write facts, theories and proposals, and the design of sustainable models.
Online Games * Social interaction and the exchange of ideas and thoughts, especially in multiplayer.
* A better understanding of world history. Some games are based on civilizations and take the players as far back as 4000 BC the lead through the various stages of development of the world with the creation of cities, temples, libraries, barns, roads, iron and more. Many games are card and replay the actual events in the world was carried out.
* The creation of virtual learning to play to explore new technologies in all new games and modes of play with peers. In fact, the "civilization" aficionados created "Give Peace a Chance" to win get in the player with violence.
* Interpretation of the data and thinking outside the box. Players spend many hours in search of information absorbed to develop on the lookout for high-and low-tips, cheats and tricks, walkthroughs, which are required.
* Curiosity and sets the wheels of the mind click leads to innovations in design, software programming, graphics, strategies, and more.
* The team work, sharing ideas and solving collective problems.
* The competitiveness of a thirst to succeed and win.
Detailed investigations have shown that the game plays a role in increasing self-esteem and motivation is in many ways. Children playing better understanding, spelling and mathematics.
Teacher Gee, Squire and Stienkuehler, University of Wisconsin-Madison student, learning through play and the benefits of playing on the traditional teaching tools truly believe that the game developed in her womb important learning technologies. Learning in the world of e-learning play virtual hand, interactive, has no limits or boundaries, promotes collaborative problem solving, creation of a new generation of leaders.
Paul Wilson
The game is not just about revenue, addiction, gamers, and so on. A game that is an expression of technology, developing cultural norms, and a global phenomenon that transcends all boundaries, a source of study.
Games are not just a toy, they promote:
Information Literacy *. Players from text files, take notes, they also take screen shots of the game and invite to comment. A panel then view the proposals and discussions on new strategies and improvements or changes. Knowledge creation and rapid sharing is common, digital spaces. People of all ages and ethnic groups in the world around the pool for their understanding and resources to solve problems.
* Curiosity and thirst to learn more. A leader in the development of learning. Players try to determine pool ideas and resources and how the various functional elements. Individual skills are sharpened through pooled resources.
* The development of well-developed research skills and use the spirit of the amazing number of resources. For games like "Lineage" of a player is a member of a clan would have 100, or to protect more securely and at his castle, or at places it needs to manipulate text, images, use become research material, pull the cards, manage resources, design strategies, create and maintain Treasuries, write facts, theories and proposals, and the design of sustainable models.
Online Games * Social interaction and the exchange of ideas and thoughts, especially in multiplayer.
* A better understanding of world history. Some games are based on civilizations and take the players as far back as 4000 BC the lead through the various stages of development of the world with the creation of cities, temples, libraries, barns, roads, iron and more. Many games are card and replay the actual events in the world was carried out.
* The creation of virtual learning to play to explore new technologies in all new games and modes of play with peers. In fact, the "civilization" aficionados created "Give Peace a Chance" to win get in the player with violence.
* Interpretation of the data and thinking outside the box. Players spend many hours in search of information absorbed to develop on the lookout for high-and low-tips, cheats and tricks, walkthroughs, which are required.
* Curiosity and sets the wheels of the mind click leads to innovations in design, software programming, graphics, strategies, and more.
* The team work, sharing ideas and solving collective problems.
* The competitiveness of a thirst to succeed and win.
Detailed investigations have shown that the game plays a role in increasing self-esteem and motivation is in many ways. Children playing better understanding, spelling and mathematics.
Teacher Gee, Squire and Stienkuehler, University of Wisconsin-Madison student, learning through play and the benefits of playing on the traditional teaching tools truly believe that the game developed in her womb important learning technologies. Learning in the world of e-learning play virtual hand, interactive, has no limits or boundaries, promotes collaborative problem solving, creation of a new generation of leaders.
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