Computer Game Assisted Learning

 INTRODUCTION -Computer Game Assisted Learning
In higher education numbers of opportunities are being provided by serious computer games for complex skills learning. The developers of such games contribute their large efforts in order to make them interesting and full of knowledge. In current scenario, computer games developer companies are launching different type of games in action, sport, strategy, puzzle, etc. The increasing use of the internet is also connecting users to these games easy. If is asked to students to choose between studies and games then a big part of them will go with games. The reason is very simple people like to do interesting things and playing game is obviously more interesting rather than reading a book for a student. A game can help in developing different complex skills but on the other hand it can also waste a big amount of time and energy. So the impact of a game either can be positive or negative depends on the game itself.

This present report is going to disclose the positive side of gaming in the use of computer assisted learning. This research paper will discuss about the use of computer games for learning point of view, what kind of games can be used for learning and how effectively computer assisted learning systems can be used. The purpose of this report is to analyze the effect of computer games in use of computer assisted learning in higher education.

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Game based learning (GBL)
The paradigm of utilizing the game as a medium for assigning the learning contents is known as Game Based Learning (Tan, Ling and Ting, 2007). GBL is all about fulfilling a specific purpose such as developing new skills and knowledge by leveraging the power of computer games to engage and captivate users. It can also be defined as the application for engaging users in a computer game and provide learning experiences in order to develop specific outcomes in the form of experiences and learning goals. GBL is adopted by various sectors such as manufacturing, computer technology, retail, higher education, telecommunication, financial, hospitality, pharmaceutical, healthcare and public departments.

The four major independent factors are defined by Garzotto that contribute to the educational effectiveness of a multiplayer e-gaming experience: First is content that includes goal/target appropriateness, scaffolding, media matching, extensibility and integration. Second is usability including interface and ease of use, next is enjoyment which is defined by clear goals, challenges, concentration, immersion and feedback, and the last is the social interaction that is derived through cooperation, connection and competition (Garzotto, 2007).

Game Based Learning in Higher Education
Introduction of games into the classroom has become one of the hottest trends in education evaluation. In current scenario, numbers of colleges are using this paradigm of learning through computer games. Computer games are interactive multimedia with dynamic elements that under the control of the user (Ma, Williams, Prejean and Richard, 2007). Computer games can help in developing different skills easily; such skills cannot be developed so easily by any other method.

WHAT TYPE OF COMPUTER GAMES CAN CONSTITUTE AS A COMPUTER ASSISTED LEARNING SYSTEM?
As stated above, in the current scenario different types of games are being developed, facilities like internet is making it so easy to get any new game and enjoy it. A number of educational purposes are fulfilled by computer games. Some games are specially designed for some specific purpose and other has their own secondary educational values (Barab, Thomas and Tuzun, 2005). In educational environment all types of games can be used for giving a practical touch to bookish knowledge. Some educational games are specially developed to provide specific learning outcomes such as solve critical puzzles, develop strategy to complete a particular level, to take utilization of available resources. Games also provide learning about leadership qualities such as how to lead a team, how to take utilization of a strong player with specific skills and how to achieve a goal within a fixed time frame (De Freitas and Oliver, 2006).

Every game provides some specific learning outcomes, it depends on players that how would they adopted them. The major types of computer games are given below with their possible learning outcomes for a student:

Board games: Such games involve counters that move on pre-marked surface according to predetermined rules. These games are completely based on strategy development, better the strategy higher the chances to win. Such games help in developing strategic thinking and prediction skills (Iskander, 2008). A player tries to predict the next move of other player and make the strategy accordingly. Alphabet dice game, spelling f 


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