Learning the Fun Way, by Victor Goh, Playware Studios
Teenagers are different today. They are parallel processors who think nothing about chatting with seven people concurrently. They prefer graphics and animations over texts. They are active, not passive, and expect payoff for efforts. More interestingly, teenagers see play as work and work as play, and expect fantasy and reality in equal measure. Technology is viewed as life, not as a separate entity.
How do we reach out to teenagers? This is where games come in. Games appeal to teenagers because they are a form of fun, a form of play, have rules, and have goals. For games to be effective, they need to have a healthy balance of entertainment and content. If a game gets too heavy on content, it becomes overbearing and tedious.
What do you think about games in the classroom? Do you have any effective and fun games to share?
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