The Problem and Its Setting
Introduction
Technology nowadays has brought man to an era of digital and advanced world of computers. Not only are computers used in studies, research and work, it is now being used as part of leisure and entertainment. Most of the youth today know how computers work and even a 3 year old child who is still yet to learn how to read and write knows how to operate a simple computer. This is because the interactive element of a lot of software that computers use excites and attract children and this makes them learn to use and play with the computers. (Jones, 2002) Advancement in technology has drastically changed man’s way of living which has been made easier for most. It has come from diskette to very portable and stylish mini USB, from the ancient “three point eleven” personal computers with big and bulky monitors and CPUs to very user friendly touch screen-tablet PCs, and from limited Nintendo games like Mario brothers to a bunch of online and offline games like Dota, Counter Strike, Angry Birds, and Fruit Ninja etc. Such kind of improvements has led today’s generation to learning more of what life has to offer through the use of modern technologies like computers. Schools now facilitate teaching and learning through the use of computers. By the use of this kind of technology, learning is now more fun and a lot easier. Application of modern technology like computer-assisted teaching-learning on student’s aims to provide faster learning and ease of teaching and also provide the students of the advanced technology that they need to experience inside the classroom, and which they can apply when they are out of school.
Since computer has a lot to offer to its users, it is also being used as entertainment and leisure and computer gaming being the most popular. There are lots of computer games that enhance the thinking abilities of students because of its gaming nature and environment like strategic gaming, word puzzles,