Abstract
This chapter aims at providing readers with a contextual view on educational use of computer games. Apart from the elaboration on the intrinsic educational traits of games, we introduce two recent initiatives of game-based learning (GBL), namely, “education in games” and “games in education,” and review a number of representative instances among each initiative. Last but not least, we discuss the current challenges of adopting games in education, and the areas worth further research effort so as to gain new insights into the future development of GBL.
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Notes
- 1.
- 2.
In contrast to recreational games which are designed originally for entertainment purposes, the term educational game(s) refers to the game(s) that are designed deliberately for education purposes. Some researchers and commentators (e.g., Kirriemuir and McFarlane 2004; Gee 2003, 2005) use the term “learning games” to mean educational games.
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Jong, M.S.Y., Lee, J.H.M., Shang, J. (2013). Educational Use of Computer Games: Where We Are, and What’s Next. In: Huang, R., Kinshuk, Spector, J.M. (eds) Reshaping Learning. New Frontiers of Educational Research. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-32301-0_13
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