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Measuring learning and fun in video games for young children: a proposed method

As a student, educator, and researcher, I have long been interested in the learning opportunity that video games represent a corollary of a pedagogic awareness of the considerable benefit of applied and practical learning experiences. The advent of low cost computing has increased ownership of personal computers in the last twenty years. A result of these decreasing costs has seen significant growth in household ownership of personal computing equipment for entertainment, education and enterprise. The increased ownership of personal computing equipment has also seen a significant increase of ownership and use of video games. The increase interest and use of video games for entertainment has seen a similar increase of interest in the use of video games for education. In this paper, a proposed method is presented for obtaining a better understanding of the education potential of video games for young children.