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When someone plays a video game, they are challenged mentally with a problem. Through playing they will discover many different ways to solve problems they will come across. Often, players will find that they require these skills later on in the game as well, and thus are required to maintain and hone their skills for later use. Video games typically provide instant rewards for succeeding in solving a problem. This is in contrast to classroom environments where students wait for graded tests and are only rewarded occasionally with report cards to report their progress. Video games can instantly tell a student of failure or success and often this can be used to develop skills along the way. Thus, video games can be used as an alternative to a classroom setting, while still maintaining levels of difficulty that foster learning in a gamer. If a game is successful, gamers will take the time to develop knowledge about all aspects of the game, and thus the game will be played for a long time with great attention to it. This is the main goal of the developers, to create a game that will capture the attention of the player in such a way that he or she will want to keep playing. ==Compared to a classroom model== In a traditional classroom model it is typical for the teacher to stand in front of the class and lecture to the students. Since some students will learn at different levels, it is possible that some students will be held back or some students will be left behind because of the pace of the class. In addition, while the teacher is engaging the class he or she is not specifically engaging any particular student. It can be easy for students to get lost in their thoughts and disconnect from what is going on in class. Video games tend to be more engaging; instead of providing information over an extended class period, games provide small bits of information at relevant stages. Moreover, video games will provide the information that is actually needed for that junction within the game, whereas this may not be the case in a classroom setting. Many games also involve varying levels of problem solving, requiring an active mind to help achieve completion of a goal. It is traditionally considered optimal for a game to provide game play that is doable, but challenging enough that the player must work at its completion. Because games follow this model, they create a certain degree of frustration in the player; this does not deter them from wanting to play, but instead gives them more motivation to continue play and improve their skills. To get the full benefit from this many games allow players to adjust difficulty levels and allow them to achieve varying levels of mastery over the game. This allows players to set different levels of mastery for their individual needs. After the player has achieved mastery over the game, they can increase the difficulty setting and receive further challenges. An example of how a video game can provide information gradually comes from the God of War series: In the beginning of the game the PC has the full complement of powers and upgrades available in the game, enabling the player to develop basic skills. After a short period of time all of these helpful characteristics of the avatar are taken away; but the player will periodically be rewarded with new equipment or powers, either from experience of playing well or from reaching a certain point in the game. These new items can be used to achieve success later in the game. A gamer who wanted to master the game would need to learn to utilize all of the upgrades that they are given. By giving the gamer upgrades periodically after a string of successes, the game holds the attention of the gamer, encouraging them to keep playing. Meanwhile the player can learn to use each piece of equipment individually and become stronger in using it. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Video games in education」の詳細全文を読む スポンサード リンク
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