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Gaming as an education tool

Robin Hilton (Head of Marketing at Dubit)

Young Consumers

ISSN: 1747-3616

Article publication date: 1 March 2006

1210

Abstract

Explains why simple online games are a valuable learning tool, especially for experiential learning, problem solving and interrelationships, where subject matter is abstract. Points out that the aims of interactive and visual teaching techniques must be clear to ensure they add value by improving a child’s knowledge acquisition more effectively than traditional teaching methods. Describes Dubit’s development of new areas of interaction for non‐linear learning in particular: examples are the recent Nintendogs campaign, the CityZones resource for the UK Citizenship curriculum programme, and a mind‐mapping exercise to produce a multilevel network diagram that would relate to black teenagers’ needs on the British Museum website.

Keywords

Citation

Hilton, R. (2006), "Gaming as an education tool", Young Consumers, Vol. 7 No. 2, pp. 14-19. https://doi.org/10.1108/17473610610701457

Publisher

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Emerald Group Publishing Limited

Copyright © 2006, Emerald Group Publishing Limited

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