dc.description.abstract |
The institutions are focused on preparing future professionals and addressing that, innovative teaching
methods are adapted. As the field of digital games and simulation is constantly changing and evolving, this
paper seeks to address the issue and inculcate the concept of gaming in a non-game environment i.e.,
education. The main purpose is to learn the effect of games on achieving specific learning objectives. As
rapidly evolving technological applications, games and simulations are already widely integrated into the
traditional educational process. They are deployed extensively in the field of education, with an existing
body of work examining the relation between games and education (Yang, Chen, & Jeng, 2010; Chiang. Lin
Cheng, & Liu 2011) using gaming can foster social and emotional learning and motivate students to take
risks. With the growing expansion of technology, instructors and those who create educational policies arc
interested in introducing innovative technological tools, such as video games, virtual worlds, and Massive
Multi-Player Online Games (Buckless, 2014; Gomez, 2014). |
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