FACTORS INFLUENCING TEACHERS USE OF GAMES AS STRATEGY FOR PEDAGOGY OF PRIMARY SCIENCE IN SCHOOLS: THE ROLES OF LIBRARIES
This study investigates the effectiveness of games as technique for teaching and learning of primary science in schools and the role play by library services. Game, when carefully employed and executed served as an integral part of teaching method and measure of effectiveness of instruction. Research has shown that educational games can have positive impacts on student learning and motivation. The success of a game played in an instruction class depends on the type of game selected, the development of learning outcomes, and the flexibility of library in providing library unit that is equipped with multimedia equipments where learners can interact. The study was restricted to 600 male and female respondents’ teachers in Ojo Local Educational District of Lagos State. Data were collected through 18 items questionnaire. The three generated hypotheses for the study were rejected, while the result of the finding revealed that significant difference exists between factors influencing teachers’ choice of game, its usefulness and problems hindering the effectiveness of game(s) for teaching and learning process of primary science in schools. Conclusion and recommendation were also proffered.
Entertainment software: suddenly huge, little understood
Purpose – In less than three decades the entertainment software industry has emerged as a huge industry, with sales larger than Hollywood movie box office sales. Yet, little is known about this industry. Stereotypes about the industry may not be correct. This paper seeks to address this knowledge gap.Design/methodology/approach – The paper identifies what is known, and what needs to be known. The paper reviews the literature and adds data from the most recent reports available.Findings – The literature has been slow to address this industry. It has not even been clear what to call this industry. (Some people still call it the video game industry.) The most basic marketing issues still need to be researched, i.e. customer benefits sought and segmentation. A typology of game genres is proposed.Originality/value – This paper is the first overview of the entertainment software industry from a marketing perspective.
Territorial lockout – an international issue in the videogames industry
This paper, examines the controversial issues within the videogames industry surrounding territorial lockout (TL – the ability to build in incompatibility between products destined for different regions of the world). Little research has been conducted either to uncover the precise reasons why TL is implemented, or to gather consumer and industry attitudes towards its application. We therefore, conducted a survey of gamers and industry professionals to elicit attitudes towards TL. The results show not only that the justifications suggested for its application appear to be insubstantial but also that the measure is to a large extent ineffective. The findings, thus prompt videogames hardware manufacturers to reconsider their position as regards the application of TL.