Games and gaming have been integral to educational systems since time immemorial. In fact, with the past and current technological advancements, more and equally more sophisticated games have been introduced into the classroom…
Download file to see previous pages...
In particular, digital games have emerged as rather common educational games and teaching tools. An important aspect of educational games is that they should be and are designed to fit learner needs and different tasks and activities that k-12 educational systems require learners to undertake at school and at home (Krumholz 2). Before delving deeper into the implications and benefits of integrating gaming into the k-12 educational system, it is essential to understand what educational gaming is. In essence, an educational game is a game designed and constructed in a manner that teaches human beings, especially school-going children on the various subjects and aspects of life taught at school. In other words, educational games teach children not only learning skills but also real-life skills. Fortunately for educational games and children in the k-12 educational systems, stakeholders such as educators, parents, and governments have largely appreciated the role of educational gaming in recent times (Krumholz 5). This change of attitude in stakeholders has resulted in the increased realization and awareness on the physical, educational, and psychological benefits and implications of gaming on learning and development of learners in the k-12 educational systems. Consequently, educational gaming has become conventional in educational systems as a teaching tool. ...
Gaming thus helps learners enjoy their fundamental needs of learning, which include involvement, enjoyment, passion, and motivation, gratification of one’s ego, creativity, and emotional stability (Krumholz 5). Of great importance is the role of educational gaming in supporting social interactions among k-12 learners. Besides its physical and psychological implications, educational gaming also has biological and evolutionary benefits for learners. For instance, gaming helps learners in connectivity, movements, brain growth and development. Games, particularly computer games are thus not merely entertainments tool in educational settings. There are numerous ways in which gaming helps transform k-12 educational system learners. The first implication is with regards to changing the process of learning. Second, games change peoples’ view of learning as a process characterized by strictness that only permits certain academic activities and performances, thereby making learning a more relaxed and friendly exercise. In the end, learners enjoy learning since they no longer view it as excessively demanding and strict on their part. In addition, educational gaming, more so computer games, should not be viewed as just another multi-billion industry out to make money from parents and schools; rather, educational games help children see and participate in new worlds that may have remained closed to them (Krumholz 6). In this sense, educational gaming enables learners to act, talk, think, and inhabit roles and responsibilities that might have remained inaccessible as they concentrate only on books and other traditional forms of classroom work. It is the virtual world of games such as computer games, which give educational games their powerful learning context
...Download file to see next pagesRead More
The underlying objective of a public school foundation is to complement, supplement or augment the extent activities and programs being conducted by the district. There are around 5,000 school foundations in the nation, with their own board of directors and staff. Some of these foundations take care of the basic educational expenditure.
This paper defines instructional technologies and their place in K-12 curriculums. Barriers to using technologies in curriculum design and the role of effective curriculums in creating technology-oriented learning environments are discussed. Complexities of technology integration with K-12 curriculums are presented.
These senses include altered or no reaction to pain, a different perception on temperature, depressed reflexes, and other autonomic dysfunctions. One of the disorders in HSAN is the congenital insensitivity to pain (CIP). Most patients with CIP suffer from physical injuries, and other researchers have also assumed that children with CIP undergo learning disabilities, which was refuted by several studies (Axelrod & Simson, 2007).
This practice guideline and its recommendations were developed based on synthesis and articulation of other peer reviewed articles. It follows then that the article is very important to doctors with regards on how to treat and handle any complications that may arise from AOM.
The core objective of ethnography is to “grasp the native’s point of view, his relation to life and to realise his vision of his world” (Wolcott, 1999, 138). Basically, ethnography tries to present an ‘insider’s’ description of a culture in question.
Hagell (2002) found that 88 percent of young British juvenile offenders were prone to recidivism within about two years after their release from custody. The U.S. Department of Education however, found that 83% of the juvenile offenders incarcerated in prisons have reading problems (www.newhopecharitablefoundation.org).
The person centered psychotherapy, is based on the clinical application of extensively researched theories of behavior, such as learning theory (in which the role of classical and operant conditioning are
According to the project one of the problems that the American schools are facing right now is how teachers as leaders can adapt to this cultural diversity. The current curriculums in American schools have not changed and this sometimes poses a problem in terms of academic achievement both for the teacher and the student.
Games are increasingly being used by developers as powerful means of raising awareness of certain social issues among young people especially. This explains why games are considered to form an effective channel for transformational change.