Though this should be viewed as a preliminary study only, this useful article observes the rise of computer gaming as a cultural phenomenon and speculated, based on what limited research is available, on the use of gaming systems for educational purposes. The author notes that most users employ gaming consoles such as the XBox or the Playstation and that the business model for such systems speaks against their use in education (this is based on the unstated premise that educational titles sell less well than game titles). Good read, good survey of the available technology, and a modest list of success factors.
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