Reference:
Review/Summary:
This study was conducted in 2004 in Thailand where the use of electronic computer games at that time was not full accepted as a means of instruction. This research intended to focus on how much this type of technology was needed by students and if it would be used by instructors in the classroom. Surveys were used to conduct this research at two public and two private universities in Thailand. Specifically, the study was also noting whether learning or teaching styles had anything to do with the use of this type of technology in the classroom. In addition to this, the study looked at how instructors would feel about the adoption of education computer games in the classroom.
Questionnaires were given out to 400 students in which 398 were returned. Of the forty instructors who were given the questionnaires, thirty-two returned them. After looking at the data from this study, it was determined that students and teachers of all learning and teaching styles were in favor electronic computer games in instruction. Also, educators were agreeable with employing this type of technology in their classroom instruction.
A limitation noted in this study was the use of a target sample solely selected from schools that focused on Information Technology. Those conducting the study gathered that individuals from this type of school would be more favorable of incorporating this type of technology in the classroom. However, it was also reasoned that the popularity of computer game use with a younger generation could prove this belief to be incorrect.
Reflection:
Personally, I have discovered that the use of hands-on activities in the classroom and in this particular situation electronic computer game use, has been fruitful and produced more results in instruction than strictly using lecture, books, paper and pencil. When students can have an active part in the learning process through the use of interactive games, they are more attentive and much more excited about learning.
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