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What Should Be the Role of Computer Games in Education?

What Should Be the Role of Computer Games in Education? Game advocates call for replacing conventional schooling with educational activities based on computer games. These claims were examined by reviewing published research on games for learning and then drawing policy implications. Value-added research shows that the most promising features of games use conversational language, put words in spoken form, add prompts to explain, add advice or explanations, and add relevant pregame activities. Cognitive consequences research shows that first-person shooter games improve perceptual attention skills. Media comparison research shows that games are more effective than conventional media for science learning. However, an educational revolution based on gaming is not indicated. Policy implications are to use games for targeted learning objectives, align games with classroom activities, avoid confusing liking with learning, and use games to adapt activities to maintain challenge. Research evidence informs decisions about educational games. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Policy Insights from the Behavioral and Brain Sciences SAGE

What Should Be the Role of Computer Games in Education?

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References (35)

Publisher
SAGE
Copyright
© The Author(s) 2016
ISSN
2372-7322
eISSN
2372-7330
DOI
10.1177/2372732215621311
Publisher site
See Article on Publisher Site

Abstract

Game advocates call for replacing conventional schooling with educational activities based on computer games. These claims were examined by reviewing published research on games for learning and then drawing policy implications. Value-added research shows that the most promising features of games use conversational language, put words in spoken form, add prompts to explain, add advice or explanations, and add relevant pregame activities. Cognitive consequences research shows that first-person shooter games improve perceptual attention skills. Media comparison research shows that games are more effective than conventional media for science learning. However, an educational revolution based on gaming is not indicated. Policy implications are to use games for targeted learning objectives, align games with classroom activities, avoid confusing liking with learning, and use games to adapt activities to maintain challenge. Research evidence informs decisions about educational games.

Journal

Policy Insights from the Behavioral and Brain SciencesSAGE

Published: Mar 1, 2016

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