Encyclopedia of Science Education

Living Edition
| Editors: Richard Gunstone

Games for Learning

  • Mario M. Martinez-Garza
  • Douglas B. Clark
Living reference work entry
DOI: https://doi.org/10.1007/978-94-007-6165-0_37-1

Synonyms

Main Text

Games for learning is a collective term referring to digital games that are purposefully designed to help players learn about a particular topic. A digital game is an interactive form of entertainment in which a player’s experience is mediated by computer software. Once limited to desktop computers and young boys, digital games are now popular across genders and ages on a large number of electronic devices, such as mobile phones, tablet computers, and specialized gaming consoles (Kafai et al. 2008).

Traditional classroom approaches to science education, with their focus on explicit formalized knowledge structures, seldom connect to or build upon people’s tacit intuitive understandings. Well-designed digital games, however, may serve to help learners build informal yet accurate understandings of certain concepts due to their situated and enacted nature (e.g., Gee 2007)....

Keywords

Science Education Science Learning Game Experience Educational Game Digital Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
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References

  1. Annetta LA, Minogue J, Holmes SY, Cheng M-T (2009) Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput Educ 53(1):74–85CrossRefGoogle Scholar
  2. Gee JP (2007) What video games have to teach us about learning and literacy. Palgrave Macmillan, New YorkGoogle Scholar
  3. Gresalfi M, Barab S, Siyahhan S, Christensen T (2009) Virtual worlds, conceptual understanding, and me: designing for consequential engagement. Horizon 17(1):21–34. doi:10.1108/10748120910936126CrossRefGoogle Scholar
  4. Hines PJ, Jasny BR, Merris J (2009) Adding a T to the three R’s. Science 323:53CrossRefGoogle Scholar
  5. Kafai YB, Heeter C, Denner J, Sun J (eds) (2008) Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming. MIT Press, Cambridge, MAGoogle Scholar

Copyright information

© Springer Science+Business Media Dordrecht 2014

Authors and Affiliations

  1. 1.Peabody College of Teaching, Learning, and Human DevelopmentVanderbilt UniversityNashvilleUSA