Computer games: implementation into teaching and learning
It is well known that a computer game other than video games is a current trend among the younger generation. Studies have shown that the use of computer games not only played by children as young as two years even up to adulthood. Integration and implementation of computer games into the classroom...
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| Main Authors: | , |
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| Format: | Article |
| Language: | en |
| Published: |
Elsevier Ltd
2012
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| Subjects: | |
| Online Access: | http://eprints.utem.edu.my/id/eprint/6455/1/procedia.pdf http://eprints.utem.edu.my/id/eprint/6455/ http://www.sciencedirect.com/science/article/pii/S1877042812037561 |
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| _version_ | 1832716145804705792 |
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| author | Ahmad, Ibrahim Jaafar, Azizah |
| author_facet | Ahmad, Ibrahim Jaafar, Azizah |
| author_sort | Ahmad, Ibrahim |
| building | UTEM Library |
| collection | Institutional Repository |
| content_provider | Universiti Teknikal Malaysia Melaka |
| content_source | UTEM Institutional Repository |
| continent | Asia |
| country | Malaysia |
| description | It is well known that a computer game other than video games is a current trend among the younger generation. Studies have shown that the use of computer games not only played by children as young as two years even up to adulthood. Integration and implementation of computer games into the classroom is also seen to help students learn with more fun and effective. The purpose of this paper is to discuss the principles of learning to be embedded in a computer game-based learning as well as aspects that can be considered when designing a computer game that will be used as the application of teaching and student learning. |
| format | Article |
| id | my.utem.eprints-6455 |
| institution | Universiti Teknikal Malaysia Melaka |
| language | en |
| publishDate | 2012 |
| publisher | Elsevier Ltd |
| record_format | eprints |
| spelling | my.utem.eprints-64552022-01-26T09:56:33Z http://eprints.utem.edu.my/id/eprint/6455/ Computer games: implementation into teaching and learning Ahmad, Ibrahim Jaafar, Azizah QA75 Electronic computers. Computer science It is well known that a computer game other than video games is a current trend among the younger generation. Studies have shown that the use of computer games not only played by children as young as two years even up to adulthood. Integration and implementation of computer games into the classroom is also seen to help students learn with more fun and effective. The purpose of this paper is to discuss the principles of learning to be embedded in a computer game-based learning as well as aspects that can be considered when designing a computer game that will be used as the application of teaching and student learning. Elsevier Ltd 2012-10-17 Article PeerReviewed text en http://eprints.utem.edu.my/id/eprint/6455/1/procedia.pdf Ahmad, Ibrahim and Jaafar, Azizah (2012) Computer games: implementation into teaching and learning. Procedia - Social and Behavioral Sciences, Volume. pp. 515-519. ISSN 1877-0428 http://www.sciencedirect.com/science/article/pii/S1877042812037561 |
| spellingShingle | QA75 Electronic computers. Computer science Ahmad, Ibrahim Jaafar, Azizah Computer games: implementation into teaching and learning |
| title | Computer games: implementation into teaching and learning |
| title_full | Computer games: implementation into teaching and learning |
| title_fullStr | Computer games: implementation into teaching and learning |
| title_full_unstemmed | Computer games: implementation into teaching and learning |
| title_short | Computer games: implementation into teaching and learning |
| title_sort | computer games: implementation into teaching and learning |
| topic | QA75 Electronic computers. Computer science |
| url | http://eprints.utem.edu.my/id/eprint/6455/1/procedia.pdf http://eprints.utem.edu.my/id/eprint/6455/ http://www.sciencedirect.com/science/article/pii/S1877042812037561 |
| url_provider | http://eprints.utem.edu.my/ |
