Policy Indications: Madhya Pradesh Launches Startup Programme 2022  |  Cover Story: Elimination Round or Aptitude Test- How to Align CUET with NEP 2020 Goals  |  Art & Literature: Song of the Rain- Monsoon in Literature, Journalism and Films  |  Life Inspirations: Master of a Dog House  |  Education Information: Climate Predictions: Is it all a Piffle!  |  Best Practices: Project Manzil Inspires Young Girls to Seek Aspiring Careers  |  Leadership Instincts: Raj Mashruwala Establishes CfHE Vagbhata Chair in Medical Devices at IITH   |  Parent Interventions: 10 Tricks to Help You Prepare for This Year's IB Chemistry Test  |  National Edu News: TiHAN supports a Chair for Prof Srikanth Saripalli at IIT Hyderabad  |  Teacher Insights: How To Build Competitive Mindset in Children Without Stressing Them  |  Parent Interventions: What Books Children Must Read this Summer Vacation   |  Policy Indications: CUET Mandatory for Central Universities  |  Teacher Insights: Classroom Dialogue for a Better World  |  Rajagiri Round Table: Is Time Ripe for Entrepreneurial Universities in India?  |  Life Inspirations: How to Overcome Fear of Public Speaking  |  
March 04, 2022 Friday 01:04:49 PM IST

Integrating Digital Games in Classroom

Computer games play a major role in the lives and media use of children and adolescents people. However, current school teaching rarely takes this medium into account. The future generation of teachers currently being trained at universities could change this. In a study conducted at the University of Cologne, they focused on the teachers of tomorrow and how they can be better prepared to employ computer games in the classroom because computer games have great potential for teaching. 

Computer games can be used as a learning tool in classrooms and after using computer games in class, students can reflect critically and constructively on their experiences with the medium. Since computer games are currently rarely included as a relevant medium in teacher training programs, the researchers recommend that, above all, insights into the effectiveness of computer games and their relevance to curricula should be included in teacher training programs. Likewise, teacher trainees should be aware of potential pitfalls in practical implementation and be able to deal with them, so that teaching competencies with computer games are promoted in the long term.