Computer and video games are an integral part of everyday life for children and young people. Nevertheless, they are rarely an issue in classrooms. It would certainly be worthwhile examining digital cultural assets.
Video games have long since become a cultural asset
Millions of people play digital games, including many children and young people. Game-based learning can be an important element to ease the way into an increasingly digitized world. It can kindle enthusiasm for science and technology. However, both the playful promotion of digital skills and critical support for gamers require an intensive, media-pedagogical examination of computer games. However, such a thing happens far too seldom in schools.
Video games have long been just as important a cultural asset as films or books. However, they are still used far too seldom as a medium in school lessons or even only discussed as a subject worldwide. Media-educational engagement should come with video games. Video games such as league of legends can have educational benefits. With the boost services that eloboostleague offers, students can improve their focusing abilities.
Games are a versatile educational tool
The use of games in the classroom can make sense. Video games are a versatile tool and pick up on the students in their everyday reality. That can definitely have a motivating effect. The virtual worlds also offer completely new possibilities for the visualization of complex content or historical events.
However, their use should also make pedagogical sense and fit into the teaching context. Otherwise the positive effects quickly fizzle out. Simply letting the students play is about as effective as having the TV truck in constant use before the summer holidays. The use of games in the classroom still requires a lot of commitment and time-consuming preparation by teachers.
In contrast to books and films, there is hardly any didactic accompanying material for video games that makes teaching easier for educators. Only in the area of open educational resources can you find suitable teaching materials, created by educators who deliberately waive their copyrights.
In addition to the didactic hurdles, teachers also have to overcome numerous technical hurdles if they want to use computer and video games in school lessons. For example, many school computers are outdated and too slow for many titles.