The Use of Computer Games in Education
2011, Multidisciplinary Approaches
https://doi.org/10.4018/978-1-60960-495-0.CH002Abstract
Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.
References (3)
- igi-global.com/chapter/use-computer-games- education/52488?camid=4v1 This title is available in Educational Technologies e-Book Collection, e-Book Collection, Library Science, Information Studies, and Education e-Book Collection, e-Book Collection Select, Education e-Book Collection, Advances in Game-Based Learning, e-Book Collection Select, e-Book Collection Select, e-Book Collection Select, Education Knowledge Solutions e-Book Collection, Evidence Based Acquisition (Preselection). Recommend this product to your librarian: www.igi-global.com/e-resources/library-recommendation/?id=13
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