This book series presents current perspectives on the problems and obstacles faced in the adoption of games for instruction. Although promising, the acceptance of game-based learning (GBL) is not universal. Who can afford to invest in games for learning? How do teachers know if their students are learning the right things from games? How can GBL facilitate assessment of higher order learning outcomes? The books in this series endeavor to present innovative and worthwhile research methodologies and development tools seeking to solve current problems and obstacles faced in the adoption of game-based learning for instruction.
9 Volumes from 2015 – 2018Browse All Volumes