Educative Valences of Using Educational Games in Virtual Classrooms

  • Dumitrache A
  • Almăşan B
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Abstract

The communication and collaboration between different factors involved in educational process leads us to address concepts related to the use of educational games through online educational platforms, in distance learning. The difficulty of this process varies according to several factors. The educational valences of using educational games in virtual classrooms, in ODL (Open Distance Learning) Department of University of Bucharest have been identified, translated and exploited during the fourteen years of activity. The Information and Communication Technology (ICT), the existing information on ICT literacy, ICT courses developed during this time, different courses designed to improve the educational system, national and international projects which allowed us to highlight XXI century's skills: creativity, critical thinking, problem solving, decision taking strategies, learning and teaching strategies, active citizenship, life, career, personal and social responsibility, all leads us to the valorization of the significant role of technology in training students. The use of educational computer games had a direct result in the quality of courses, in traditional or computer mediated courses. There were identified pedagogical situations which determine the student to identify their expectation and needs and also help in transforming the extrinsic motivation in intrinsic motivation. The aim of this paper is to present a case study which underlines the pedagogical consequences of computer use in education: stimulating imagination, developing the logical thinking, the student learning in its own way and pace, without negative emotions to alter its behavior in a restrictive way.

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Dumitrache, A., & Almăşan, B. (2014). Educative Valences of Using Educational Games in Virtual Classrooms. Procedia - Social and Behavioral Sciences, 142, 769–773. https://doi.org/10.1016/j.sbspro.2014.07.613

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