Learning Games for the Future
The impact of technology on the education system has not been fully explored in many ways. Teachers and students alike are discovering new ways in which technology may be incorporated within the day and find approaches that utilize technology to its greatest advantage. Combining technology with the sense or need for play and games is at the heart of this problem. It is essential for researchers to have a strong grasp of the opportunities that exist. This research topic will specifically examine the role of games and technology as they relate to 2nd grade education modalities and approaches. This essay will review literature discussing this topic and provide some strengths and weaknesses of those arguments and how the research itself was conducted.
Summary of Findings
Shin et al. (2006) used their research efforts to investigate the effects of handheld gaming on student learning within the subject of Mathematics. This research utilized 50 2nd grade students from three classrooms using a Skills Arena software program or paper-based flash cards. The study was premised on the idea that handheld devices in K-12 environments have the potential to improve learning and teaching in some fashion. The researchers designed a study to...
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