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Engaging the Un-Engageable

Engaging the Un-Engageable
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Author(s): John Carr (University of Nottingham, UK)and Peter Blanchfield (University of Nottingham, UK)
Copyright: 2011
Pages: 25
Source title: Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Source Author(s)/Editor(s): Patrick Felicia (Waterford Institute of Technology, Ireland)
DOI: 10.4018/978-1-60960-495-0.ch030

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Abstract

Computer games offer an extremely engaging experience and are an overwhelmingly popular pastime for today’s youth. As such, they make an attractive medium for educators seeking to utilise new media to create new engaging learning experiences and provide for those with special needs. Effective integration of game-play and education is extremely difficult to achieve. This problem has plagued the educational games industry since its inception. This chapter will examine this problem with reference to a study which attempts to utilise the motivational power of computer games to aid the education of some of the most challenging students; children who are exhibiting behavioural disorders (oppositional defiant behaviour, attention deficit). Such children can find it almost impossible to focus on traditional educational activities but will give the right computer game their full attention for extended periods. Computer games can engage these children, but can this power be utilised for more than entertainment?

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