The Use Of Video Games In The Learning Process
Autor | Milyausha Nazimovna Sayfullina |
Cargo | Kazan Federal University, Kazan Russia |
Páginas | 1778-1782 |
(Recibido el 15-06-2017. Aprobado el 06-09-2017)
Milyausha Nazimovna Sayfullina
Kazan Feder al University, Kazan Russia
scarlett_08 @list.ru
Abstract. The given article is devoted to the study of video games as a relevant method of teaching some subjects`
themes, e.g. from history, biology, English, etc. Games that are played by lear ners differ in the form a s well as
function. As far as video games are concerned, they might exercise both mental and physical features, train special
required skills for a number of jobs, educate players about events and p henomena in the world, research and
understand natural human proce sses, and they could be used for a number of ot her purposes, doubtless. Here we
come closer to the fact that especially videogames could be a solution and way-out if all the work on lesson is well
organized. All that results in fact that teachers and instructors should kno w how opportunities in order to take
advantages from students` passion for playing could be used on lessons. In this paper also advantages and
disadvantages of the relevant method of teac hing and learning through games are revealed. According to the
conducted analysis on several the most popular educational video games we drew conclusions on its effectiveness
as a modern method of teaching. The paper suggests ways in which video games can be used as research and
measurement tools, as prevention and treatment strategies, and as a way to facilitate education.
Key words: education, student, learning, teacher, assessment, video games, classroom.
Citar, estilo APA: Sayfullina, M. (2017). The use of video games in the learning proces s. Revista QUID (Special Issue), 1778-1782.
QUID 2017, pp. 1778
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1782
, Special Issue N°1
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ISSN: 1692
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343
X, Medellín
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Colombia
THE USE OF VIDE
O GAMES IN THE LEARN
ING PROCESS
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