Best practices

According to a historical and comparative analysis of the current situation related to the existing games and their implementation, less than 10% of the games in youth work include modern media (on-line and off-line multimedia) or mobile devices (mobile phones, Pocket PCs or wireless devices). At the same time the willingness to use modern media is quite high among youngsters.

Some countries like USA and Australia show much more examples of E-games than Europe. Тhe U.S. military uses over 50 e-games mostly for teaching thinking skills, not weapons use. Professors and students at MIT, Harvard, and the Universities of Wisconsin, Texas, and other places are busily engaged in designing and testing various forms of complex custom educational games, as well as the possibility of using certain e- games in class. It is why many experts are currently engaged in producing educational e-games for learning math, history, science and foreign languages.

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