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Turning online games into teaching tool

Turning online games into teaching tool

Turning online games into teaching tool

Turning online games into teaching tool

September 07, 2021

Originally Published Here

Summary

A recent announcement by the National Press and Publication Administration in China restricts the playing of video games to a maximum of one hour a day between 8pm and 9pm on weekends and holidays.

A previous report comparing video games to "Spiritual opium" for China's youth in their rationale for seeking restrictions on them faced little pushback from parents.

In the ideal world, they would have the self-regulation to restrict the time they spend on video games and apps, but we know how that can go for students who have not developed the proper time management skills and restraint when it comes to temptations from sirens of the digital ocean.

The vendors should consider developing more learning games or serious games, instead of games that serve no particular purpose other than filling the coffers of the gaming companies.

There is much we can learn from the gaming world, such as the joy of grand wins, deep immersion in the environment, and the sense of accomplishment players feel when passing through levels.

As video games that provide instant feedback for performance, educators should also shorten the cycle of feedback for students to estimate what they have done well, or where improvement would be desirable.

Therefore an opportunity arises for the gaming industry to merge into the lane of productive educational games.

Reference

Turning online games into teaching tool. (2021, September 07). Retrieved November 04, 2021, from https://www.phnompenhpost.com/opinion/turning-online-games-teaching-tool