Abstract
The primary goal of this chapter is to identify the main questions and tensions for researchers, practitioners, and policymakers to navigate when considering why, how, when, who and whether to use and design games for learning. The chapter reviews elements related to using games for learning, such as motivation, problem-solving, and story, as well as guiding questions such as “what are the goals?” and “who is the audience?” Finally, future trends in games and learning are considered.
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Schrier, K. (2018). Guiding Questions for Game-Based Learning. In: Voogt, J., Knezek, G., Christensen, R., Lai, KW. (eds) Second Handbook of Information Technology in Primary and Secondary Education . Springer International Handbooks of Education. Springer, Cham. https://doi.org/10.1007/978-3-319-71054-9_59
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