| The family computer is a centerpiece of the modern | | | | learning games that teach children to recognize colors |
| home and an indication of the supreme importance of | | | | and animals, to interactive education games for |
| technology in children's education. Kids in current | | | | middle-schoolers that ask them to create the software |
| society must learn how to filter the hi-tech input they | | | | and write their own puzzles, the world of educational |
| receive from every angle, and how to use the | | | | software is ripe with benefits for kids and teachers |
| abundant information and power available from the | | | | alike. |
| internet and computer software for positive ends. | | | | Rather than separating the world of "games" from |
| While some may be skeptical about the value of kids | | | | school and leaning, learning games teach kids the value |
| learning games and educational software, it is | | | | of technology and the importance of interactive |
| important for teachers in the classroom and at home | | | | learning. The term edutainment, the combination of |
| to recognize the positive influence software based | | | | entertainment with education, has been used to |
| learning games can have on the modern day child. | | | | describe the current climate of kids' education. The |
| Educational software is a powerful tool, capable of | | | | thought goes, if kids of are entertained while they learn, |
| providing compelling, appealing, easily internalized | | | | they will tune out and learn nothing. |
| lessons on multiple subjects, from reading and math to | | | | However discouraging that concept, the idea behind |
| typing and chess. In a world exploding with exciting | | | | that should encourage educators to use the |
| forms of entertainment for kids, educational games | | | | educational software available to them, at school and |
| can teach children that the computer is a tool and not | | | | in the home. Kids have been predisposed to interact |
| simply a hi-tech distraction. | | | | with information in the computer and internet age. So |
| Children love computer games, spending hours in virtual | | | | our educational methods must involve tools that will |
| worlds of fast paced, highly charged competitive | | | | equip children in a way that develops interactive |
| games and simulations. The excitement of computer | | | | learning and that has technology at the center of their |
| games does not have to end before the educational | | | | classroom experience, as well as their entertainment. |
| experience begins for kids of all ages. From preschool | | | | |