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Using Computer Games To Teach E-Learning

Posted on September 27, 2021 by menujutop99

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Using Computer Games To Teach E-Learning

A game is a structured kind of play, most often undertaken for fun or entertainment, and at times used as a teaching tool. Games are very different from work, which typically is performed for monetary reward, and from literature, which has been designed primarily as an expression of philosophical or artistic elements. Work is undertaken to produce a financial return; games, on the other hand, are undertaken as leisure. However, a game can become an important part of any structured learning system, as they can help reinforce lesson objectives. Some games, such as Monopoly, teach property management skills, while others, such as Scrabble, teach spelling or grammar.

The game of Risk is probably the best known and most popular of all computer games. In this game, a player assumes the role of a banker who tries to obtain as much wealth as possible by making successful investments and trading in stocks. Although Risk may not be considered a teaching tool in the classroom, many teachers have found it useful as a supplementary activity during class time, when the level of student participation is greater and challenges can be greater. Chris Crawford, an English teacher in Philadelphia, Pennsylvania, who teaches a first-year class about business communications, found that his computer games helped his students think more clearly about their financial decisions.

Computer games allow many people to escape the stresses of school and everyday life, particularly those people who may be chronically anxious. However, computer games do not need to be educational for the teacher or the students in order to be effective. Instead of focusing entirely on learning objectives and strategies, some teachers choose to add gaming to the curriculum as a supplement to the lessons they provide. Computer games, like other forms of technology, are becoming more sophisticated and can even be used to teach students about new topics, such as history, foreign languages, technology, and business.

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