Participatory design of learning media: Designing educational computer games with and for teenagers

2006 ◽  
Vol 3 (4) ◽  
pp. 275-291 ◽  
Author(s):  
Karin Danielsson ◽  
Charlotte Wiberg
2018 ◽  
Vol 63 (1) ◽  
pp. 47
Author(s):  
Oksana A. Kucheruk

The article deals with the problem of forming the lexical competence of younger teenage pupils with the use of computer games in the process of learning the Ukrainian language, the ways of its solution and the corresponding methodical recommendations are offered. The importance of creating and using computer games in order to improve the quality level of Ukrainian-language education is substantiated. The essence of the concepts of «lexical competence», «educational computer game» is specified. On the basis of analysis of scientific works, synthesis of educational and methodological ideas, generalization of own experience of pedagogical work the conditions of effective use of educational computer games within the limits of Ukrainian-language education are determined. It has been established that the integration of computer games into the traditional Ukrainian language learning system helps to provide internal motivation for learning, activating pupils ‘cognitive activity, forming general and substantive competencies. It is emphasized that the effectiveness of educational computer games in the language training of students depends on the level of professional education, ICT competence and linguodidactic skill of a teacher-translator. The educational potential of an interactive educational game complex is described, which is to stimulate interest in teaching the Ukrainian language and creates opportunities for the formation of lexical competence on the basis of electronic linguodidactics.


2004 ◽  
Vol 12 (1) ◽  
pp. 18-21 ◽  
Author(s):  
Simon Egenfeldt‐Nielsen

This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.


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