M99c0205 黃建英 1.2 Multimedia and games Most researcher support the method of Digital Game-Based Learning. They think that the learner can have more motivation in playing game, and they put the attention in the content of the games. We did not specifically assess content retention, as our focus was on literacy skill development; however improved content retention is frequently cited as one of the major outcomes of game-based learning (Cordova & Lepper, 1996; Prensky, 2001; Squire & Barab, 2004). The students who were high and low level and received the assistance of Multimedia Computer had a significant achievement on English learning, especially for the low-leveled group (Liu 2004). However, it shows that there was no significant achievement for high-leveled group. Moreover, his study concluded that under help of Multimedia Computer Teaching Software, the students of Elementary School had upgraded a high willingness to learning for English. The game development activities engaged students over an extended period and motivated some to continue working on the game project at home and to develop additional games not related to the curriculum unit(Ron Owston *, Herb Wideman, Natalia Sinitskaya Ronda, Christine Brown 2009). Mr. Lrvine thinks that using the game, it’s a tool. The biggest thing I would tell people is the teacher has still got to be active in everything that’s going on. The game is not a replacement of the teacher. It’s just something for the teacher to use to generate interest in the subject. So don’t sit back and not be involved with what’s going on (William R. Watson*, Christopher J. Mong, Constance A. Harris 2010). 1.3 Games and learning Young learners’ playing online games promotes language learning and especially vocabulary skills and they would be best advised to try to play online games that are useful resources for language learning (Yıldız Turguta*, Pelin Irgina 2009). This study shows that student can learn lots words from games. When they do not know the meaning of worlds, they might use the dictionary to find the meaning. Then the words are impressiveness. Students also can read the hint in the game. There are lots articles that are the tips or hints in the games. Student must read the article to finish the mission. Of course they can learn the grammar from the articles. Video games reveal how pleasure and desire are inherent to the reading and writing process. This dimension of gaming helps explain why video games can produce resistance in terms of approaches to writing instruction grounded in maintaining the cultural distinction between play and work (Nunn Drive, Highland Heights, KY 41099 2008). The interactivity of video games complicates questions of who authors and authorizes meaning in a discourse community. Video game players are simultaneously readers and writers whose gaming decisions are inscribed within a certain horizon of possibilities but not predictability. The video game is an inherently dialogic discursive space that problematizes the institutionalized distinction between “reading” and “writing” (Nunn Drive, Highland Heights, KY 41099 2008). The case of video games not only helps restore the understanding of writing as a visual form of communication but also challenges the apparent static quality of the printed text, emphasizing the temporal quality of all communication. In so doing, the study of video games promises to fundamentally rewrite the conceptual binary of process and product in composition pedagogy (unn Drive, Highland Heights, KY 41099 2008). Media game may help learner have the motivation for learning reading. Learner also can have attention to focus on the content of the words in the text in games. Playing game can be another to improve the skills in learning other language. Improve reading skill by pc game References Alberti, J. (2008). The game of reading and writing: How video games reframe our understanding of literacy. Computers and Composition, 25(3), 258-269. Barr, P., Noble, J., & Biddle, R. (2007). Video game values: Human-computer interaction and games. Interacting with Computers, 19(2), 180-195. Chin, A. P., Jacobs, W. M., Vaessen, E. P. G., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11(2), 163-166. Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). The development of attention skills in action video game players. Neuropsychologia, 47(8-9), 1780-1789. Owston, R., Wideman, H., Ronda, N. S., & Brown, C. (2009). Computer game development as a literacy activity. Computers & Education, 53(3), 977-989. Shultz Colby, R., & Colby, R. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25(3), 300-312. Shultz Colby, R., & Colby, R. (2008). A pedagogy of play: Integrating computer games into the writing classroom. Computers and Composition, 25(3), 300-312. Watson, W. R., Mong, C. J., & Harris, C. A. (2011). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56(2), 466-474.