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
Link To Document