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Understanding Positive Impact of Game Interactivity in Education

Published: 10 January 2020 Publication History

Abstract

Video games have demonstrated historically that they have been able to teach players skills. These skills range from teamwork - in multiplayer games - to logic and reason in puzzle games. It has been proven[1] that video games not only are associated with higher academic achievement, but also foster better relationships with peers. As video games promote a higher level of performance in academic areas (including reading, mathematics, and spelling), it is logical to deduce that video games could also be used directly to improve education systems. Interactive simulations - like SimLife or SimCity - have been used for instruction ranging from biology courses at college-level to town planning (respectively) in the past, but usually at the college level and above. There has been relatively little examination or investigation done to focus on a younger perspective - such as primary or secondary school. All of the topics outlined in this paper can be applied to all areas - not just these two, but the aforementioned college-level area and above. Interactivity has also been used to a positive effect in classes, with increased interaction between the students [2] and the educator leading to a direct increase in performance. Interactivity - that is, allowing for discussions, integration of technology to 'gamify' education, or other more dynamic systems. Taking these steps and projecting the impact is the objective of this paper, and the differences between interactive and 'passive' presentation of education will be explored. This paper will also explore the benefits that arise from engaging students with virtual, interactive systems as opposed to a passive presentation model.

References

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Cited By

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  • (2021)Study of the Training of Environmentalists through Gamification as A University CourseSustainability10.3390/su1304232313:4(2323)Online publication date: 20-Feb-2021

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    VSIP '19: Proceedings of the 2019 International Conference on Video, Signal and Image Processing
    October 2019
    135 pages
    ISBN:9781450371483
    DOI:10.1145/3369318
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    • UNAM: Universidad Nacional Autonoma de Mexico
    • Wuhan Univ.: Wuhan University, China
    • NWPU: Northwestern Polytechnical University

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 10 January 2020

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    Author Tags

    1. Education
    2. Games
    3. Interactivity
    4. Student Engagement

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    • (2021)Study of the Training of Environmentalists through Gamification as A University CourseSustainability10.3390/su1304232313:4(2323)Online publication date: 20-Feb-2021

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