The effects of computer games on students' learning In Bowen's (2012) word, “Games are ideal teachers because they address different learning styles and improve students’ learning”. In my mind, creative, spontaneous play can help children learn naturally and foster their mental and social development. They learn because something has caused them to want to know. Hence, enhancing motivation for learning will not be a problem in such a learning situation. I think that lacking motivation for learning is a serious problem among most students at schools. Using games can infuse energy into course activities. Nowadays, using computer, video, and online games have become more widespread among students of all ages. Hence, teachers should adopt to use technologies, educational computer games in their teaching practices to engage students in various subject materials in a fun and competitive way. According to Papastergiou (2009), educational computer games could be an effective way of providing a more interesting learning environment for acquiring knowledge. In line with this idea, Prensky (2001) stated that integrating games within educational curriculum can not only trigger students’ learning motivation, but also provide them with interactive learning opportunities. In fact, human are natural learners. They learn from everything they do. They learn technical, media literacy, collaboration, and strategic thinking when playing games. There are, of course, challenges to adoption of modern educational computer games in the classroom. In fact, “the adoption of computer games in the classroom largely depends on teachers and school administrators, who need to be convinced of their usefulness (Tuzun, 2007, p.466)”. Many principals and teachers do not have the resources to be able to use technology efficiently in a classroom setting. They do not know how to use the games for teaching and learning process and integrate them into their regular lesson plans smoothly and efficiently. Hence, training programs should be provided for them to obtain sufficient knowledge and skills in using these valuable resources in their teaching practices. Watch this interesting video to learn how Gabriel Yanagihara, a videogame programming teacher, has used a video game to enhance students' motivation for learning. References Bowen,J. A. ( 2012). Teaching naked: How moving technology out of your college classroom will improve student learning. John Wiley & Sons. Papastergiou, M. (2009). Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill. Tüzün, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context. British Journal of Education Technology, 38 (3), 465–477
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