Today's learners are digital natives and have new profile. They grew up with digital technologies and have different learning styles, new attitude to the learning process and higher requirements for teaching and learning. Teachers are facing new challenges and have to solve important issues related to the adaptation of the learning process towards students’ needs, preferences and requirements. Teachers have to use different teaching methods and approaches that allow students to be active participants with strong motivation and engagement to their own learning. Modern pedagogical paradigms and trends in education, reinforced by the use of ICT, create prerequisites for use of new approaches and techniques in order to implement active learning.
The notion of using video games for learning causes some to cringe, others to leap for joy, and many to ask questions about this learning medium. These questions often come from people and organizations that are considering delving into the world of learning games but don’t know if this is advisable or don’t know where to start. Technology can have a reciprocal relationship with teaching. The emergence of new technologies pushes educators to understanding and leveraging these technologies for classroom use; at the same time, the on-the-ground implementation of these technologies in the classroom can (and does) directly impact how these technologies continue to take shape.
Web-based educational games have been widely used by the workforce development system, employers, and technical education providers to teach job seekers and workers “hard” skills, or skills that employees must have to perform essential tasks of a job. Games have only been used to teach soft skills to a limited extent.