• DocumentCode
    604799
  • Title

    Fun based education for ages from 3 to 100: Lighting the candle of learning passion

  • Author

    Murthy, K.

  • Author_Institution
    Smart Kids R US, USA
  • fYear
    2013
  • fDate
    4-5 March 2013
  • Firstpage
    10
  • Lastpage
    18
  • Abstract
    This paper expounds the advantages, substantiating the perfect fit of video games for adapting and re-purposing them for education vertical. The author argues that the most important advantage of a gaming platform to use in education and e-learning vertical is that the video games are inherently engaging, highly interactive, a personal experience, very relaxing and fun to the players, which places the player´s minds in an excited mental state, making it the best opportunity to strategically embed education contents. In such a unique frame of mind, the player is playing the game to win, yet enjoying the challenge. That frame of mind is also the best suited to learn, not just passively as in reading a book, but actively learn. The frame of mind is also the best to remember the educational contents presented to the player.
  • Keywords
    computer aided instruction; computer games; e-learning; education contents; education vertical; fun based education; gaming platform; learning passion; mental state; video games; Companies; Educational institutions; Electronic learning; Games; Vocabulary; K12; USA challenge; Video; adult; age; attention; curiosity; demographics; e-learning; engaging; fun; games; international; kids; learning; play; school; student;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Interdisciplinary Engineering Design Education Conference (IEDEC), 2013 3rd
  • Conference_Location
    Santa Clara, CA
  • Print_ISBN
    978-1-4673-5113-3
  • Type

    conf

  • DOI
    10.1109/IEDEC.2013.6526751
  • Filename
    6526751