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Week 6 - Application of Different Referencing Styles - Reyes
Week 6 - Application of Different Referencing Styles - Reyes
Reyes
ITC C311-302I
Games and simulations are already widely incorporated in the conventional educational process
as quickly expanding technical applications. They are widely used in the field of education, and a
body of research has already been done looking at how games and education interact (Yang,
Chen, & Jeng, 2010; Chiang, Lin, Cheng, & Liu, 2011). Digital or web-based games have
tended to promote learning more and more recently. This research field has attracted a lot of
interest from the scientific and educational community, including teachers, students, and game
designers, in the context of online education. Instructors and those who develop educational
policy are interested in integrating cutting-edge technical tools, such as video games, virtual
worlds, and Massive Multi-Player Online Games (MMPOGs), due to the expanding use of
technology (Buckless, 2014; Gómez, 2014). In terms of student performance, engagement, and
learning motivation, games and simulations have variable results. There is a void in the literature
on a precise framework of use across academic programs, nevertheless, as these studies mainly
concentrate on a select few subjects. As a result, the choice of how effectively to incorporate
games and simulations into the learning process is frequently left up to the instructor. As a result,
the goal of this study is to create a framework that will enable educators from a variety of fields to
better appreciate the benefits and drawbacks of games and simulations in relation to their
instructional objectives.
It goes without saying that different video game genres challenge different mental skills. Strategy
role-playing and puzzle games, as opposed to fast-paced action games, help players develop
more reflective problem-solving skills. Playing these games enhances one's capacity for general
problem-solving, and may even lead to higher academic grades, according to longitudinal and
correlational studies (see Granic et al, 2014).
Full Reference in APA
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. The
Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education:
Benefits of play revealed in research on video gaming. (n.d.). Psychology Today. Retrieved
learn/201803/benefits-play-revealed-in-research-video-gaming