Abstract
The use of computer games as learning objects is currently being used as an alternative way to address issues and topics in order to address motivational aspect of students. Digital games can amplify the power of exploration and imagination of students, providing moments of research, reflection and learning. Besides being a strong motivational attractive, computer games could amplify students potential of exploration and imagination, providing moments that unify recrea- tion to didactics, involving investigation, reflection and learning. The usage of computer games as learning objects is privileged by the playful differential such software category has, compared to conventional learning objects. Using them both in formal and non-formal learning contexts has been proven to be efficient in different aspects. Thus, this paper presents some strategies of using computer games as effective learning tools for students considered as digital natives or those presenting similar behavioral aspects.
Cite
CITATION STYLE
Frango Silveira, I., Fernando Araújo Jr, C., Veiga, J., Bezerra, L., & Kasperavicius, L. (2011). Building Computer Games as Effective Learning Tools for Digital Natives – and Similars. Issues in Informing Science and Information Technology, 8, 077–092. https://doi.org/10.28945/1406
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