Nonetheless, the current approach to learning among youngsters is highly related with the use of technology, unlike the learners of the previous century who rarely had the opportunity to see, let alone use computer technology in their studies.
Individuals who can flash memories of popular tunes or feel the impact of cutting edge technologies in entertainment have undoubtedly been accustomed to the use of “video games,” though in different ways. As a result they have transformed memories of significant social events in history remain etched on the minds of the viewers and consumers. Videogames offer an innovative sense of conventions, which are inevitably being assimilated at a very high speed by children in their early childhood (Shelton, & Wiley, 2007). Their mental development would definitely mature faster to reflect what is presented in the video games, just as the perception of the current geriatrics were influenced by the advent of television toward the mid-twentieth century. The current technological innovation is more complex than the advent of television, however. With video games, children are set to gain more cognitive skills in their attempt to not only become well-conversant with playing the game, but in identifying what actually make the games tick. As a result, current crop of children will be screen manipulators rather than screen watchers.
The combination of educational material to entertainment content or edutainment has been well taken care of under videogames. The current generation of learners has already triggered the development of a persuasive, attractive and entertaining mode of education. According to Shelton and Wiley (2007) if the learning facilities and classrooms in particular were to lack entertainment tools, children would not learn as well. Some would be reluctant to stay in school or concentrate in class for ...Show more