Abstract
The potential of video games as a pedagogical tool.
Highlights
When I was seven years old, my parents bought me and my brother a Nintendo Entertainment System, which they would eventually refer to as “The Idiot Box.” There was an implicit assumption (one that persists in much of the general public today) that video games were a toy and nothing of real substance could be gained from them
When I was seven years old, my parents bought me and my brother a Nintendo Entertainment System, which they would eventually refer to as “The Idiot Box.” There was an implicit assumption that video games were a toy and nothing of real substance could be gained from them
Each Pokémon has a name, a “type”, a weakness and a strength, and a stage of its evolution. This gives us 5 distinct pieces of information per Pokémon and multiplying this by 150 gives 750 distinct units of information contained by the list of all the Pokémon in the first Pokémon game
Summary
When I was seven years old, my parents bought me and my brother a Nintendo Entertainment System, which they would eventually refer to as “The Idiot Box.” There was an implicit assumption (one that persists in much of the general public today) that video games were a toy and nothing of real substance could be gained from them. Games teach the player the skills needed to critically evaluate any situation within the game and determine the best course of action.
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