Use of Education Games for Difficult Subject Matter
Abstract
Educational games have been used in classrooms for years to reinforce material previously presented in lectures and assignments. Specific goals and objectives for these games vary, but usually student-players engage in problem solving, recall, applied knowledge, association, or other performance tasks in a friendly, competitive setting. There is no consensus among teachers and students as to whether games clearly enhance learning (McKeachie, 1986). However, proponents of educational games point to motivational elements (Lepper & Malone, 1987), student involvement (McKeachie, 1986), and simulations of real-life events (Gamson, 1966) that make game playing an attractive teaching-learning activity.
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