![]() Firstly, the main sources of the topic are mentioned and summarized briefly. The essay tries to investigate how the video games can be integrated with the education of history in the classroom including a theoretical background, which consists of three major aspects. There are several authors, researchers who have been investigating this field since the 80's including psychological essays, pedagogy thesis's and several other monographs in connection with the video games industry which serves as the first part of this essay. ![]() Games use narrative and interactive components as well, which help the student to have an immersive, interactive effect on them, but in the meantime the narrative components help them to learn while they play with the programs. One of this product is the video games which have the most complex system of all kinds of entertainment products. These products should be integrated more with the education to be in step with the contemporary needs the students have. They get a lot of influence, which help them learn from the materials they see, read, listen or play. ![]() These products use more or less authentic settings including historical- or socio-cultural background where the target group is mainly the young adult society who are in the high schools or in the universities. In the rapidly developing forms of entertainment industries there are several factors, which can be used in education. ![]()
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