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惠灵顿 assignment 代写:Marc Prensky
2017-05-01 02:43
Marc Prensky(2003)认为,由于Pong在1974推出,游戏设计者已经磨练一个超细边缘独特的专长是玩家参与:让人们在自己的座位上,一小时又一小时的能力,日复一日,在全神贯注、积极尝试达到新的目标,在他们的成功高兴的喊,要克服他们的失败,都在乞求更多。随着近年来发展起来的新技术,游戏已经不仅仅是娱乐,它已经发展成为学习的媒介。在数字游戏为基础的学习(Prensky,2001),说明现在的孩子们不同于以往的一代,他们成长在数字技术和他们的思维变的适应技术,他们花更多的时间。从那里,很明显,大多数孩子从不同的性别,年龄和社会团体花费大部分时间与视频游戏。许多专家认为电子游戏的价值是学习的媒介。的确,这个孩子比学校更喜欢游戏,但他们对游戏的态度是学习者的态度;热情,合作,积极参与解决问题。研究由钊易达(2007)认为,电脑游戏是一种学习的参与中,因为游戏可以促进认知过程,如阅读的显性和隐性信息,演绎推理,解决问题和归纳和推论,从显示在多个屏幕上的信息惠灵顿 assignment 代写:Marc Prensky
Marc Prensky (2003) says that since Pong is introduced in 1974, the unique expertise that game designers have honed to a superfine edge is player engagement: the ability to keep people in their seats for hour after hour, day after day, at rapt attention, actively trying to reach new goals, shouting with glee at their successes, determined to overcome their failures, all the while begging for more. Along with the new technology that had been developed in recent years, games had become more than just entertainment, it had evolve to become the medium of learning. In Digital Game-Based Learning (Prensky, 2001), explain that children nowadays are different from previous generation where they grow up with digital technology and their minds are changing to accommodate the technologies with which they spend more time. From there, it is clear that most children nowadays from different gender, ages and social groups spends most of the time with video games. Many experts see the values in video games as a medium of learning. Its true that this children love games more than schools but their attitudes toward games is the attitude of the learners; passionate, cooperative, and actively involve in problem-solving. Research by Zyda (2007) argue that computer games are an engaging medium for learning, since games can stimulate cognitive processes such as reading explicit and implicit information, deductive and inductive reasoning, problem-solving, and making inferences from information displayed across a number of screens
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