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Gaming Redefines Interactivity for Learning.

Authors :
DeKanter, Nick
Source :
TechTrends: Linking Research & Practice to Improve Learning. May/Jun2005, Vol. 49 Issue 3, p26-31. 6p.
Publication Year :
2005

Abstract

This article aims to describe how video games can be used to create interactive learning environments that provide authenticity and promote deeper student thinking about learning content. The new definition of interactivity has as its focal point the skills of people, not the capabilities of the technology. The goal is to enhance the interaction between people and the learning that can only occur among curious and motivated individuals working together. To be effective and broadly adopted in higher education, interactive software must meet certain critical requirements. These include customization, transparency and feedback.

Details

Language :
English
ISSN :
87563894
Volume :
49
Issue :
3
Database :
Academic Search Index
Journal :
TechTrends: Linking Research & Practice to Improve Learning
Publication Type :
Academic Journal
Accession number :
17903219
Full Text :
https://doi.org/10.1007/BF02763644