Designing electronic games to enrich the learning process

Document Type : Original Article

Author

faculty of fine arts

Abstract

The publishing industry is one of the forms of art that reflects the cultural and intellectual level, including the way of human life, history, heritage, his oral and written folklore and the monuments of his country, so many countries are making a big to enrich these types of art in order to preserve their identity. Its revival, within a deep awareness of the impact of the technological and informatics explosion and the unprecedented development of the various means of communication that led to a surge in the publishing industry.
In this sense, the digital revolution was liberating publication from All that is printed
From this point of view, the era of the digital revolution has seen the liberationb publication from all that is printed to electronic publishing means based on the Internet, computers, mobile phones, etc., and from traditional media to digital media, and from fixed drawings to animations.
As a result of the development of the cognitive process and the development of means of communication and community thought, the interest in the recipient used for this technology has emerged and became taken into account factors that can affect the cognitive process and make it more stimulating and interesting, and make the recipient receive the largest amount of information in all Ease and that led to the exploitation of digital games to support the cognitive process, which in turn aims to activate the role of the recipient through work, research and experimentation and self-reliability in obtaining information and acquiring skills in an atmosphere of motivation helps him to continue and interactive it is not based on Conservation and indoctrination, but on the development of thinking and the ability to solve problems, teamwork and active learning.
Given all this unprecedented development and human exploitation of all modern technological means, especially mobile phones, which have sometimes become addictive, new factors that affect awareness and attention of the recipients of the digital age are being taken into account. The fact that the term has been widely used and that the number of hours spent in play has increased, has raised the concern of educators, psychologists and sociologists about the psychological and social effects of using this type of game. The game is not an innocent entertainment, but a media medium with certain messages, whose designers aim to achieve cultural, intellectual, political, and religious goals.

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