IMPROVING THE EDUCATIONAL PROCESS THROUGH THE USE OF VIDEO GAMES

  • Josif Petrovski “St. Kliment Ohridski” University, Faculty of Education – Bitola

Abstract

Today's research confirms that digital video games can become part of the school's teaching. The middle of educational games allows teachers to introduce educational and interesting elements in the learning process. With the help of computer programs, students can help students to socialize, communicate with others on the basis of knowledge, and gain the skills to effectively navigate into interpersonal relationships.
"Learning" does not mean simply memorizing in the mind, but acquiring the skills and thought processes needed for proper response under pressure, in a variety of situations. Forty years of research shows that games are far more effective tools in the learning process than traditional forms of learning.
This paper will present the need and purpose for implementing video games in the educational process.

Downloads

Download data is not yet available.

References

Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature reviews neuroscience, 12(12), 763.
Chang, M., Park, B., Singh, K., & Sung, Y. Y. (2009). Parental involvement, parenting behaviors, and children's cognitive development in low-income and minority families. Journal of research in childhood education, 23(3), 309-324.
Duff, S. (2015). Fran C. Blumberg (Ed.), Learning by Playing: Video Gaming in Education. Psychology Learning & Teaching, 14(1), 77–79. https://doi.org/10.1177/1475725714565261.
Halverson, R. (2005). What can K-12 school leaders learn from video games and gaming?. Innovate: journal of online education, 1(6), 3.
Hamlen, K. R. (2013). Trends in children's video game play: practical but not creative thinking. Journal of Educational Computing Research, 49(3), 277-291.
Sasinski, M. (2009, August 31). Engaging the User: What We Can Learn from Games. Retrieved from http://johnnyholland.org/2009/08/engaging-the-user-what-interactiondesigners-can-learn-from-video-games/
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., ... & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of educational research, 82(1), 61-89.
Published
2019-05-27
How to Cite
PETROVSKI, Josif. IMPROVING THE EDUCATIONAL PROCESS THROUGH THE USE OF VIDEO GAMES. International Journal of Education TEACHER, [S.l.], v. 9, n. 17, p. 73-79, may 2019. ISSN 1857-8888. Available at: <http://ijeteacher.com/index.php/ijeteach/article/view/95>. Date accessed: 16 oct. 2019. doi: https://doi.org/10.20544/teacher.17.08.