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ERIC Number: EJ1102028
Record Type: Journal
Publication Date: 2011
Abstractor: As Provided
Role of Educational Games Improves Meaningful Learning
Nachimuthu, K.; Vijayakumari, G.
Journal of Educational Technology, v8 n2 p25-33 Jul-Sep 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found that the fantasy, goals, sensory stimuli, challenge, mystery, and control are the six features that characterize games. Generally, a game an activity must include several basic characteristics. The activity is usually a contest of physical or mental skills and strengths, requiring the participant(s) to follow a specific set of rules in order to attain a goal. Gaming is defined as being separate from simulation and is defined, in a basic sense, as any overt instructional or learning format that involves competition and is rule-guided (Dempsey et al, 1994). Three distinct styles can be formulated from the history of computer and video games. As an audiovisual style of games categorize into three styles viz., (i) photorealism, (ii) caricaturism and (iii) abstractionism and the first one has its subcategories of televisualism and illusionism. With respect to thinking process in Games Play, the Students thinking processes is always related to achieve a focused improvement of solution by asking questions like what to change in games, why its changes and how to cause the change. Due to these questions they can achieve the following concepts of thinking processing skills by educational games. They are lateral thinking, reasoning, problem solving, information processing, a mental representation and higher-order learning. This paper discusses the types of educational games, motivational games, objectives of educational games, and Research studies in Educational games, games and edutainment, how audiovisual styles used for the students and the pedagogical design with its challenges. This paper also deals with how audio visual learning occurs for the students while playing educational games with its six nutshell characteristics (Dimension, Point of perception; Visual outlook; Audiovisual Motifs; Soundscape and Senso-motorism). This paper explains the future of educational games and Games which incorporate multimedia technologies may improve other aspects of higher order skills. If properly planned and tuned the games structure and the topic, the user can be achieved their goals.
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development, Problem Solving, Cognitive Processes, Abstract Reasoning, Information Processing, Schemata (Cognition), Student Educational Objectives, Multimedia Materials, Educational Technology, Computer Games, Video Games
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Publication Type: Journal Articles; Reports - Evaluative
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