tailieunhanh - Considering Games as Cognitive Tools: In Search of Effective "Edutainment"
The Government is creating the opportunity for local TV licences to be awarded through a competitive selection process run by Ofcom to broadcast targeted and relevant local content including news, current affairs and entertainment programmes. An indicative list of potential locations for local TV will be published in due course, following the conclusion of detailed technical planning work by Ofcom. The Government is enabling a new local TV market to emerge on a scale never achieved before. Through the proposed framework the Government is addressing barriers to entry and creating the right regulatory incentives. . | Considering Games as Cognitive Tools 1 Considering Games as Cognitive Tools In Search of Effective Edutainment Jan G. Hogle University of Georgia Department of Instructional Technology August 1996 Considering Games as Cognitive Tools 2 Abstract This paper reviews proposed benefits of using games as cognitive tools and discusses the complexities of assessing those benefits. Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest motivation and retention as well as to improve higher order thinking and reasoning skills. Assessment of the effectiveness of games as cognitive tools is a complex issue and several variables such as learner differences assessment methods and implicit knowledge must be considered. Considering Games as Cognitive Tools 3 Considering Games as Cognitive Tools In Search of Effective Edutainment Play is a very serious is an expression of our creativity and creativity is at the very root of our ability to learn to cope and to become whatever we may be. Rogers Sharapan 1994 Fred Rogers of the television show Mr. Rogers Neighborhood knows much about children and play. And he seems to be correct when he states that play is serious business if millions of dollars in sales are a valid indicator the business of play is thriving. In 1995 educational computer games comprised a significant portion of the rapidly growing edutainment market. According to the Software Publishers Association interactive children s education is one of the fastest growing market segments in the computer industry Parets 1995 . Educational software is the primary stimulus behind multimedia computer purchases for the home Hisey 1995 with sales of 600 million for 1995 Parets 1995 . Noncomputer-based games marketed as having an educational component accounted for more than 200 million in sales in 1994 Hoover 1995 . With educational gameware representing hundreds of millions of dollars in sales each year
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