Grondbeginsels vir die ontwerp van opvoedkundige rekenaarspeletjies vir die klaskamer (Afrikaans)

Please be advised that the site will be down for maintenance on Sunday, September 1, 2024, from 08:00 to 18:00, and again on Monday, September 2, 2024, from 08:00 to 09:00. We apologize for any inconvenience this may cause.

Show simple item record

dc.contributor.advisor Cronje, Johannes Christoffel en
dc.contributor.postgraduate De Villiers, Jan Adriaan en
dc.date.accessioned 2013-09-07T06:02:12Z
dc.date.available 2008-08-07 en
dc.date.available 2013-09-07T06:02:12Z
dc.date.created 2008-04-15 en
dc.date.issued 2007 en
dc.date.submitted 2008-07-21 en
dc.description Dissertation (MEd (Computer-Integrated Education))--University of Pretoria, 2007. en
dc.description.abstract Computer games have not only invaded the lives of children, but the lives of adults as well. Increasingly, computer games have become a part of popular culture. Initially computer games were considered to be a waste of time, time that could have been better spent doing more worthwhile activities such as studying and physical exercise. Recently, however, attitudes towards computer games have changed; teachers, parents and researchers have started to regard computer games as a possible educational resource. During this new information age it is possible that the children who are part of the Net generation have started to think and process information differently, and that they may have different educational needs. Some researchers think that computer games may serve as an educational tool to support their learning. This literature survey provides an overview of current literature on computer games and education. The review examines the aspects of computer games that support learning, such as motivational factors, social interaction and learning through doing. Further, the review studies the negative aspects that prevent games from being accepted as an educational tool such as the violence portrayed, game addiction, negative stereotyping and asocial behaviour. The Net generation is also examined. The review looks at their characteristics, thinking patterns, skills and their expectations of education. The review then serves as a basis to provide some guidelines for the selection and usage of computer games in the classroom. en
dc.description.availability unrestricted en
dc.description.department Science, Mathematics and Technology Education en
dc.identifier.citation a 2007 E936 en
dc.identifier.other /ag en
dc.identifier.upetdurl http://upetd.up.ac.za/thesis/available/etd-07212008-090059/ en
dc.identifier.uri http://hdl.handle.net/2263/26477
dc.language.iso en
dc.publisher University of Pretoria en_ZA
dc.rights © University of Pretoria 2007 E936 / en
dc.subject Net generasie en
dc.subject Riglyne vir onderwyser en
dc.subject Riglyne vir gebruik in klaskamer en
dc.subject Riglyne vir ontwerp en
dc.subject Negatiewe aspekte en
dc.subject Positiewe aspekte en
dc.subject Klassifikase en
dc.subject Geskiedenis en
dc.subject Opvoedkundige rekenaarspeletjies en
dc.subject Rekenaarspeletjies en
dc.subject UCTD en_US
dc.title Grondbeginsels vir die ontwerp van opvoedkundige rekenaarspeletjies vir die klaskamer (Afrikaans) en
dc.type Dissertation en


Files in this item

This item appears in the following Collection(s)

Show simple item record