VIDEOGAME machines, long seen by parents as a formidable enemy in the battle to get their children to study, are advancing into the classroom.
In a growing number of Japanese cities, teachers hoping to engage children born in the fast-moving digital age are using game machines such as the Nintendo DS, the hugely popular double-screen handheld console, to draw in and hold students.
The strategy seems to be working in one Tokyo classroom, where students come for extra-curricular maths lessons each Saturday morning.
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Serious games (SGs) or persuasive games are computer and video games used as persuasion technology or educational technology. They can be similar to educational games, but are often intended for an audience outside of primary or secondary education. Serious games can be of any genre and many of them can be considered a kind of edutainment.
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Tuesday, 25 September 2007
Videogames pushed in class
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