Read the text and do the tasks
1. Computer games can provide the opportunity for learners to explore and navigate immersive virtual worlds using rich media, create authentic contexts for practising skills that can be transferred to the real world, and present a forum and context for problem-solving. Collaboration and discussion with others is central to the constructivist perspective and multi-user games or group game playing in the same physical space are two ways that facilitate this. However, issues of support for student responsibility for planning and structuring learning, and meta-cognition of the learning process are not ones that are usually considered within computer games, even those designed for education. It is therefore important to take a holistic view of the learning context in which computer games are used, their role in the curriculum, and the activities that precede and follow any game for learning to support reflection, consolidation and application of learning.
2. Providing a collaborative forum for computer gaming, be that in-game or in the real world, is essential to exploit the full potential of constructivist learning environments, as working collaboratively enables students to work to their strengths, develop critical thinking skills and creativity, validate their ideas, and appreciate a range of individual learning styles, skills, preferences and perspectives.
(Thomas Connolly : Games-based learning advancements for multi-sensory human computer interfaces. – The UK : IGI Global, 2009. – P.23)
Choose the correct summary of the text.
I’m going to speak about the extract from the monograph «Games-based learning advancements for multi-sensory human computer interfaces» written by Thomas Connolly. The main idea of the text is to show us that computer games can be successfully used in learning. Of course, there is no doubt about it. The game is a perfect teaching tool and can be employed for various learning purposes. I fully agree with the author that computer games create a context for problem-solving and in the long run they develop critical thinking skills and creativity. They teach children to work in groups and validate their ideas. So I believe that using computer games in the classroom will change the way teachers work and bring to better results.
The title of the monograph the passage is taken from is «Games-based learning advancements for multi-sensory human computer interfaces» written by Thomas Connolly. Nowadays computer games are often used in learning. They give learners the opportunity to create situations for practicing skills. Furthermore they provide the basis for problem-solving. Learners can play computer games individually, in pairs or in groups. So they create the conditions for collaboration and discussion. When learners work in groups they try to do their best, develop critical thinking skills and creativity. They have the opportunity to compare their individual learning styles and skills with others.
The extract from the book is concerned with the problem of using computer games in learning. The author speaks in favour of employing computer games in learning as they provide constructivist learning environments. In this regard it is noted that computer games practice skills, develop critical thinking and creativity. Time and time again students playing computer games are motivated to improve their score, to work better as a team and to communicate more. In order to realize the use of games as teaching tools it is important to make all necessary preparations including studying the learning context and doing the things that precede and follow any game for learning.
The extract I have read is taken from the monograph «Games-based learning advancements for multi-sensory human computer interfaces» written by Thomas Connolly. It deals with the problem of using computer games in learning. The author takes the view that games have a positive impact on learners and can be applied effectively to education. It is proved by the fact that computer games develop critical thinking, creativity and expand existing cognitive styles of learners. Furthermore they provide a more flexible learning environment, facilitate collaboration that enables students to work to their strengths and validate their ideas.