There are reports about teenagers being addicted to computer games
and losing interests in their study. There are also stories on that students
confound themselves between the virtual and the real life, behaving anxious,
violent as well as empty inside. When tradition lecture-based curriculum fails
to drag these poor kids back to their orbit, and when the good or bad
intermingled video games thrive, a cutting-edge STEM subjects related games
tend to play a bigger role in the modern classroom.
As the article said, and I paraphrased,
that the game-based curricula are narratively driven, experientially immersive
and multi-media rich. The information communication technologies aid both in
fostering students' inquiry and in providing richly situated learning
experience (Dede, 2000), through which children can learn and collaboratively
experience all stages of scientific inquiry.
The author of this paper analyzed and
summarized six research articles related to video games benefiting the class
teaching from JSET journey. And I found all the six articles are concentrated
either environmental or health problems, especially focusing on water pollution
and disease controlling. The two topics are really big issues worldwide. I
really appreciate the present games, however, I am wondering if there should be
more video games are for science design or virtual lab doing chemistry
reactions. Planning and implementing this, the cooperation of science
educators, expect programmers as well as the local schools is expected.
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