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Digital Games as Tools for Designing and Implementing Pedagogical Innovations: A Review of Literature

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Curriculum Models for the 21st Century

Abstract

In today’s knowledge economy formal education establishments are faced with a number of challenges regarding the improvement of students’ learning. With respect to the need for promoting educational reforms, technology can play a catalytic role by providing unique opportunities for creating effective learning environments. Digital games constitute an example of a technological facilitator that can be exploited for the design and implementation of pedagogical innovations. Existing research provides evidence for the effectiveness of digital games with respect to achieving subject-specific learning objectives. However, there are relatively few efforts concerned with the investigation of their impact on the development of higher-order cognitive skills, as well as emotional and motivational outcomes. Furthermore, the lack of appropriate game-based assessment methods makes imperative the need for further research that will allow for establishing evidence-based conclusions about the learning effectiveness of digital games. Within this context, the aim of this book chapter is to provide an overview of research issues related to digital game-based learning with an emphasis on its application in formal education settings identifying differences between school and higher education.

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Correspondence to Demetrios G. Sampson .

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Panoutsopoulos, H., Sampson, D.G., Mikropoulos, T. (2014). Digital Games as Tools for Designing and Implementing Pedagogical Innovations: A Review of Literature. In: Gosper, M., Ifenthaler, D. (eds) Curriculum Models for the 21st Century. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-7366-4_14

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