Video Games as a Learning Tool

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There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills. The use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than... ... middle of paper ... ...In The Workplace." Computerworld 43.32 (2009): 30. Academic Search Complete. Web. 16 Nov. 2013. Schrader, P., and Michael McCreery. "The Acquisition Of Skill And Expertise In Massively Multiplayer Online Games." Educational Technology Research & Development 56.5/6 (2008): 557-574. Academic Search Complete. Web. 16 Nov. 2013. Verdaasdonk, Egg, et al. "Serious Gaming And Voluntary Laparoscopic Skills Training: A Multicenter Study." Minimally Invasive Therapy & Allied Technologies 18.4 (2009): 232-238. Academic Search Complete. Web. 17 Nov. 2013. Weintraub, Karen. "'Brain games' can boost seniors' memory, focus." USA Today n.d.: Academic Search Complete. Web. 17 Nov. 2013. "Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3. Academic Search Complete. Web. 16 Nov. 2013.

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