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Game-Based Learning

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Digital game-based learning (DGBL) is increasingly being used to refer to the use of games for expected learning outcomes. The expression emphasizes the importance of the context of using digital games for educational purpose rather than the use of stand-alone applications (Egenfeldt-Nielsen et al. 2011). Game-based learning (GBL) usually refers to the use of digital games called serious games, digital learning, or educational games. However, non-digital games are also widely used for educational purposes. GBL is not often clearly defined in research papers. This is probably due to the difficulty to defining what playing means. Two main criteria emerge (Brougère 2000). The first criteria is the second-degree, the meta-level of the activity. A same conduct might be considered to be a game or not depending on the meaning of the activity. As a consequence, a game is frivolous and nonproductive. The second criteria consist of the autonomy of the player....

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Sanchez, E. (2019). Game-Based Learning. In: Tatnall, A. (eds) Encyclopedia of Education and Information Technologies. Springer, Cham. https://doi.org/10.1007/978-3-319-60013-0_39-1

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  • DOI: https://doi.org/10.1007/978-3-319-60013-0_39-1

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  • Print ISBN: 978-3-319-60013-0

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Chapter History

  1. Latest

    Game-Based Learning
    Published:
    27 May 2019

    DOI: https://doi.org/10.1007/978-3-319-60013-0_39-2

  2. Original

    Game-Based Learning
    Published:
    19 April 2019

    DOI: https://doi.org/10.1007/978-3-319-60013-0_39-1