Journal+Reviews

=**Journal Reviews**=
 * This was one of our first projects which involved finding professional articles and writing our own reviews on each of them. While writing my reviews on these articles I learned many ways which educational technology has changed throughout the years.**

Nick Weeks Article 1 In the article “Digital Games: Learning through Play” the main focus is on how technology has aided students learning through digital games. It talks about how many have already used such games to teach various lessons in science in high school and how others are being made that are suitable to a college curriculum. The way students learn using games is being in a virtual reality where they control what happens and given a goal to reach it is up to them to succeed or fail. An example given was a game called //Immune Attack// in which the player is born with an autoimmune deficiency and having to teach your body to fight off various diseases which teaches students about various cells and how the environment effects the human body. The author Oksana Hlodan believes that learning can be achieved by using such games. Although many of the games he focus' on in the article involve science topics the author believes that it can be used in various subjects to aid learning. They also believe that in order for a game to be considered educational it has to have set rules, goals, and strategies that provide competition and winning while being fun to the user. The author also believes that this is a way of learning for the future because students, especially college students, spend double the amount of time each year playing video games versus reading books. Personally I agree with the article in the sense that video games can aid to students learning and can be a valuable asset to educators if designed and used properly. I would personally like to use such video games which were given as examples in my own classroom one day because it would be both fun and educational to the students and also aid to their technological efficiency by having hands on experiences in a virtual sense.

http://wf2dnvr12.webfeat.org/GU9yQ11177/url=http://www.jstor.org.proxy.campbell.edu/stable/10.1641/B580905