2.2. Educational computer games
Kinzie and Joseph (2008) indicated that “a game is an immersive, voluntary and enjoyable activity in which a challenging goal is pursued according to agreed-upon rules.” Owing to the rapid advancement and popularity of computer and communication technologies, researchers have predicted that more technology-based learning will occur, and educational computer games could play an important role in education (Prensky, 2001). In the past decade, many studies have been conducted to investigate the effectiveness of educational computer games for various courses, such as visuospatial reasoning (Guven & Kosa, 2008), mathematics (van Eck & Dempsey, 2002; Lowrie & Jorgensen, 2011), software engineering (Cagiltay, 2007; Connolly, Stansfield, & Hainey, 2007), civil engineering (Ebner & Holzinger, 2007), business (Kiili, 2007), computer science (Papastergiou, 2009), social science (Cuenca López & Martín Cáceres, 2010), geography (Tüzün, Yılmaz-Soylu, Karakus, Inal, & Kızılkaya, 2009), language (Liu & Chu, 2010) and decision-science (Chang, Peng, & Chao, 2010). Researchers have indicated the potential of employing educational computer games in helping students improve their learning performance (Brom, Preuss, & Klement, 2011; Huang, Huang, & Tschopp, 2010; Wang & Chen, 2010). For example, some studies have indicated that digital games are an important part of the development of children’s cognition and social processes (Kim, Park, & Baek, 2009; Yien, Hung, Hwang, & Lin, 2011). Some have reported that educational computer games can enhance the learning interest of students (Ebner & Holzinger, 2007; Malone,1980), and further increase their learning motivation (Burguillo, 2010; Dickey, 2010; Harris & Reid, 2005; Miller, Chang, Wang, Beier, & Klisch, 2011).
2.2. การศึกษาคอมพิวเตอร์เกมส์Kinzie and Joseph (2008) indicated that “a game is an immersive, voluntary and enjoyable activity in which a challenging goal is pursued according to agreed-upon rules.” Owing to the rapid advancement and popularity of computer and communication technologies, researchers have predicted that more technology-based learning will occur, and educational computer games could play an important role in education (Prensky, 2001). In the past decade, many studies have been conducted to investigate the effectiveness of educational computer games for various courses, such as visuospatial reasoning (Guven & Kosa, 2008), mathematics (van Eck & Dempsey, 2002; Lowrie & Jorgensen, 2011), software engineering (Cagiltay, 2007; Connolly, Stansfield, & Hainey, 2007), civil engineering (Ebner & Holzinger, 2007), business (Kiili, 2007), computer science (Papastergiou, 2009), social science (Cuenca López & Martín Cáceres, 2010), geography (Tüzün, Yılmaz-Soylu, Karakus, Inal, & Kızılkaya, 2009), language (Liu & Chu, 2010) and decision-science (Chang, Peng, & Chao, 2010). Researchers have indicated the potential of employing educational computer games in helping students improve their learning performance (Brom, Preuss, & Klement, 2011; Huang, Huang, & Tschopp, 2010; Wang & Chen, 2010). For example, some studies have indicated that digital games are an important part of the development of children’s cognition and social processes (Kim, Park, & Baek, 2009; Yien, Hung, Hwang, & Lin, 2011). Some have reported that educational computer games can enhance the learning interest of students (Ebner & Holzinger, 2007; Malone,1980), and further increase their learning motivation (Burguillo, 2010; Dickey, 2010; Harris & Reid, 2005; Miller, Chang, Wang, Beier, & Klisch, 2011).
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