![]() ![]() The one salient study should be refined and repeated. A systematic review investigated the effects of educational games for mental health students:ĭifferent types of GBLs and implementing techniques Educational game plus standard training compared to standard training for mental health professionals SummaryĬurrent very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. For instance, the game of hide and seek: Good hiders need visual and spatial perspective to define the best hiding places, while seekers must be skilled at searching for cues from the surroundings and choosing the most probable location for the hider among various possible places. Therefore, it can be said that play and learning are synonymous, leading to cognitive and emotional development inside a social and cultural context. Children tend to spend hours playing hide and seek, learning the steps of digital games, such as chess, and engaging in creative games. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. Game-based learning (GBL) is a type of game play that has defined learning outcomes. "Educational video games" are ones that encourage creative thinking and problem solving. "Edutainment" games are those that are typically based on drilling fundamental lessons in a linear progression, with added entertainment value. Įducational video games have been divided into two major categories. The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game (Barab, 2009). The goal of such play spaces is to have the "gamer" engage in the narrative while learning cognitive and social skills. Barab (2009) defines conceptual play as "a state of engagement that involves (a) projection into the role of character who, (b) engaged in a partly fictional problem context, (c) must apply conceptual understandings to make sense of, and ultimately, transform the context". Video or electronic gaming has become more widely used than traditional board games. With the increase and availability of technological devices, there has been a shift in what types of games people play. Main articles: Educational video game and Video games in education They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. ![]() Game types include board, card, and video games.Īs educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. For broader coverage of this topic, see Serious game.Įducational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |