DIGITAL LIBRARY
THE ROLE AND IMPORTANCE OF COMPUTER GAMES IN EDUCATION
Faculty of Computer Science and Engineering (MACEDONIA)
About this paper:
Appears in: INTED2017 Proceedings
Publication year: 2017
Pages: 7564-7573
ISBN: 978-84-617-8491-2
ISSN: 2340-1079
doi: 10.21125/inted.2017.1752
Conference name: 11th International Technology, Education and Development Conference
Dates: 6-8 March, 2017
Location: Valencia, Spain
Abstract:
The first part is dealing with definitions of computer games. Are they some forms of simulations, sub-category of simulations, distinct from simulations, or simply an extension of traditional games? Follows list of categories and genres of computer games and their main characteristics. What are similarities and differences between computer games, educational games, video games, digital games, traditional games and other forms of games?.

The next part is adressing the following questions: why, how and where we use computer games in the educational process? According many scientific investigations computer games had significant educational value and could be extremely useful if they become part of the school curriculum. There are various computer games that create context in which students can develop important skills. The use of computer games in educational contexts encourages active, critical, autonomous and participated learning processes, engaging students in active forms of acquiring knowledge and skills. The main purpose of computer games in not only entertainment; they can combine the playful factor with pedagogical advantages, promoting changes in terms of cognitive, behavioral and psychomotor skills in its users.

Follows explanations about the main benefits of using computer games as learning tools, related with problem solving, 21st- century skills, integration of learning and assessment, collaborativeness and interactivity, addressing cognitive as well as affective learning issues, and motivation for learning. The author elaborates how computer games are linked to acquisition of computer literacy, improvement of cognitive and attention skills, and development of positive attitudes toward technology. The limitation of introducing games in education and their disadvantages are also pointed out.

The last part is dealing with recommendations about proper use of computer games in various learning technologies, including traditional didactic classroom and different forms of distance education.
Keywords:
Computer games, education, learning, skills.