WHAT HAPPENS? WHEN COMPUTER GAMES ENTER SCIENCE CLASSROOM: BOOSTING SCIENCE TEACHING AND LEARNING WITH COMPUTER GAME TECHNOLOGIES
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Abstract
Abstract
Teaching and learning science in classroom is not simply bringing contents and concepts to students but also provide them with authentic experiences that can lead them to deeper understandings, both conceptual and procedural. A computer game and its association is the latest technology that has received attention from educators. Many learning scientists are also now increasingly turning to computer and video games as tools for learning. It is suggested that computer and video games are good for learning because they present players with simulated worlds: worlds which, if well constructed, are not just about facts or isolated skills, but embody particular social practices. As such, it is worth noting that the idea of using educationally potential forms of computer games to design science learning activities used in classroom is a powerful strategy to motivate and engage students into encouraging learning environments, especially in science teaching and learning which is emphasizing on the process of learning, and also especially in the fast growing age of science and technology. This article is put the focus on investigating the use of a computer game in science teaching and learning.
Keywords : science teaching and learning, computer games
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