Implications of Hand Held Electronic Games and Mtc?FrOMputers for Ih-formal Learning
نویسنده
چکیده
This paper is concerned with the use of _hand held electronie games and microcotputers in places of public access and in the home. The paper consist& of four, sections. The first section prevides é description of the different activities supporte'd by this technology. Game playing is an activity common to both hand held devices and microcomputers. Indeed, game playing is a major introductory use of microcomputers. Thus, an important entry point for research concerning the impact of this technology on informal learning will involve an analysis of the factors which affect the child's interest in electronic game playing and evaluation of the Rinds of learning opportunities provided by these games. Specifically, what makes these games so captivating and how do they influence children's learning? The second section of the paper is concerned with the motivational aspects of microelectronic game playing. An exemplary study by-Bilune (1980) concerning attributes of popular computer games is discussed. Also, the effects of external constraints on intrinsically motivated activities, like electronic game playing are examined. A considenation of the types of learning which can be influenced by electronic game playing is presented in the third section. In order to illustrate how "cognitive learning strategies" might be affected, a general description of developmental and population (e.g., socioeconomic status) differences in learning and memory is provided. A discussion of factors which may be responsible for changes in strategy use is
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