THE POTENTIAL OF VIDEO GAMES AS A TOOL FOR STUDENTS’ LEARNING
1 Ural Federal University (RUSSIAN FEDERATION)
2 Eötvös Loránd University (HUNGARY)
About this paper:
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
Even though video games hold a considerable potential for engaging and facilitating learning among today's students, and many of the research studies also agreed upon the fact that computer games may be an essential factor to motivate and engage students, the adoption of modern educational computer games is still meeting significant resistance in education. The purpose of this paper is to estimate the educational potential of video games, to describe the number of problems which prevent the implementation of video games at university level, and to describe the perspective of usage of video games in a teaching process. By using a grounded theory approach, we develop a theoretical framework concerning the use of educational computer games in education and different effects of the video games on students’ abilities and skills. In order to describe the number of problems connected to the implementation of video games and in order to assess the requirement of the implementation of video games into an educational process and the perspectives of using them in education, we draw the attention of the results of our empirical survey or interviews with university teachers (N=10) and students (N=10) in Russia. We conclude by prosing some recommendations for university teachers in terms of implementation of the video games, introducing new opportunities of revealing the positives effects which could lead to a successful form of education. It is intended that this paper focus on both educational games designers who may take into account the positive effects of video games as the developing of the students skills, and also teachers who may consider perspectives of introducing of the miscellaneous form of teaching by video games.Keywords:
Video games, e-lerning, students, digital technologies.