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Why Should The Education Sector Start Using Computer Games In Regular Class?

Computer games are very popular with children and young people. Two-thirds of six to 13-year-olds regularly play digital games such as those found in Yes Gamers website (https://www.yesgamers.com/diablo-2/runes/), and almost three-quarters of young people between 12 and 19 years of age. The games are not only used as entertainment or distraction but also specifically as a social meeting point or as an occasion for reflection. How can this medium be taken up in everyday school life?

Computer games as an opportunity for teaching

The use of computer games in the classroom offers the opportunity to take up the everyday media environment of the students. The aim is not to completely replace the regular lessons, but to complement them in a meaningful way. Scientific work shows that computer games can not only help with the acquisition of knowledge or understanding of content but above all can motivate and anchor topics emotionally. In addition, computer games are exciting subjects to learn, just like books or films. Computer games are not a panacea either. They should be methodologically accompanied by further teaching materials and pedagogical reflection. To make this educational support easier for teachers, Games in class in Concept finder very different teaching concepts for computer games ready. Depending on the subject, grade level or topic, there is something for almost every class.

Computer games in the context of the 2016 curriculum

The use of computer games also makes sense from the perspective of Education plan 2016(BW) sense. Media education is one of the six guiding perspectives here. Computer games as a subject of instruction, but also as a tool, can help to integrate media education in an attractive and contemporary way. The overall learning objective of the media education plan is to”To empower children and young people so that they can face the new demands and challenges of this media society with confidence and with the necessary skills”. Those who play a computer game with the students in class and provide pedagogical support not only develop their technical skills on the device. The students can also learn something about the production of computer games and the content of the game. At the same time, the children and adolescents are not left alone with problematic issues or unreflected play behavior. Computer games can use very different fields of leading perspective media education cover. Particularly noteworthy here are information, analysis, reflection, and youth media protection.

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