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Educational game

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

Video games edit

With the increase and availability of technological devices, there has been a shift in what types of games people play. Video or electronic gaming has become more widely used than traditional board games. Barab (2009) defines conceptual play as "a state of engagement that involves (a) projection into the role of character who, (b) engaged in a partly fictional problem context, (c) must apply conceptual understandings to make sense of, and ultimately, transform the context".[1] The goal of such play spaces is to have the "gamer" engage in the narrative while learning cognitive and social skills. The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game (Barab, 2009).[2]

Educational video games have been divided into two major categories. "Edutainment" games are those that are typically based on drilling fundamental lessons in a linear progression, with added entertainment value. "Educational video games" are ones that encourage creative thinking and problem solving.[3]

Game-based learning edit

Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world.[4] Children tend to spend hours playing hide and seek, learning the steps of digital games, such as chess, and engaging in creative games. Therefore, it can be said that play and learning are synonymous, leading to cognitive and emotional development inside a social and cultural context. For instance, the game of hide and seek: Good hiders need visual and spatial perspective to define the best hiding places, while seekers must be skilled at searching for cues from the surroundings and choosing the most probable location for the hider among various possible places.[5] A systematic review investigated the effects of educational games for mental health students:

Educational game plus standard training compared to standard training for mental health professionals[6]
Summary
Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and repeated.[6]

Origins edit

In his classical essay, "Upon the Aesthetic Education of Man", Friedrich Schiller discusses play as a force of civilization, which helps humans rise above their instincts and become members of enlightened communities. He states that "humans are only fully human when they play". While the text is limited by the author's beliefs in concepts such as freedom and beauty, it nevertheless sets the stage for Johan Huizinga's classical study, Homo Ludens.

Games have long been employed as a means of education. Using the ancient game of chess, noblemen of the Middle Ages learned strategies of war. During the Civil War, volunteers from Rhode Island played American Kriegsspiel, which had originally been created in 1812 for training Prussian officers-of-war.[7] Then, in the early 19th century, came the creation of Kindergarten by Friedrich Fröbel, which was based on learning through play. Children delighted in his Fröbel Gifts, simple educational toys such as blocks, sewing kits, clay, and weaving materials.[8]

Theory edit

According to Richard N. Van Eck, there are three main approaches to creating software that stimulates cognitive growth in the gamer. These three approaches are: building games from scratch created by educators and programmers; integrate commercial off-the-shelf (COTS); and creating games from scratch by the students. The most time- and cost-effective approach to designing these educational games is to incorporate COTS games into the classroom with the understanding of the learning outcomes the instructor has for the course.[9] This requires the teacher to buy into the positive results of using digital games for education. It also requires teachers to have adequate self-efficacy concerning the use of these games and their technology. The students usually have high amounts of self-efficacy in usage of digital games, while the lack of confidence teachers have in incorporating the digital games usually results in less effective educational use of the games. However, Gerber and Price (2013) have found that teachers' inexperience with digital games does not preclude them from the desire to incorporate them in class instruction, but districts must have in place support through regular professional development, supportive learning communities with their colleagues, and adequate financial support to implement game-based learning in their class instruction.[10]

Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can motivate children and allow them to develop an awareness of consequentiality.[11] Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.[12] In classrooms, social game-based learning platforms are increasing in popularity, as they purport to enable students to reinforce knowledge and develop social and leadership skills.[13][citation needed]

The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough.[14] Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce.[15] Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games.[16] The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards, thus getting the experiences in the "safe virtual world".[17]

The built-in learning process of games is what makes a game enjoyable. The progress a player makes in a game is through learning. It is the process of the human mind grasping and coming to understand a new system. The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment (Call of Duty) or serious (FAA-approved flight simulator). Well-designed games that motivate players are what make them ideal learning environments.[citation needed] Real-world challenges are easier faced within a game containing effective, interactive experiences that actively engage people in the learning process. In a successful game-based learning environment, choosing actions, experiencing consequences, and working toward goals allows players to make mistakes through experimentation in a risk-free environment.[13] Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity.[18]

Identification with the character within the video game is an important factor in the learning potential of the gamer. Some of the electronic games allow the gamer to create an avatar that is designed and “owned” by the gamer. This character is an expression of the human creating the virtual character.[13] This has opened a new set of scientific possibilities. The virtual world can be used as a laboratory. The relationships and space within the games can simulate complex societies and relationships without having to truly participate. This application of an avatar in not limited to simulation exercises.[19] According to Bainbridge, interviews and ethnographic research could be conducted within the reality of the game space.[13] This could include experiments in social psychology and cognitive science. The fact that game creators and gamers are wanting new experiences within the games, the introduction of “experiments” could increase the level of play and engagement.[13]

Application edit

 
Interactive multimedia educational game.

Traditionally, technology used in school operates usually to solve problems in a fun way, particularly in mathematics. They usually make up case studies designed to introduce students to certain technologies in an effort to prepare them for a future major assignment that requires the aforementioned technology. They have also been developed to work in the virtual world.[20] More recently educational egames have been developed for Higher Education students, combining real-world case studies in a virtual environment for students to have a consistent, 24/7 educational 'virtual' experience.[21] In some public schools implementing Common Core Standards, game-based learning programs are utilized by educators to supplement their teaching programs. According to a recent case study by an ed tech-based nonprofit organization, teachers find some digital learning games help address issues with alignment in Common Core.[22]

In the future, technology and games are expected to be used in simulation environments to simulate real world issues. In the professional sector, such as flight training, simulations are already used in an effort to prepare pilots for training before actually going out into planes. These training sessions are used to replicate real life stresses without the risk factor associated with flying. Simulation-games are used in other professional areas as well; a spy-themed learning game has been used to improve sales skills at Avaya[23] and a 3D simulation game has been used to train New York City emergency responders.[24]

Before deciding how to use game-based learning, the trainer must first determine what they would like the trainees to learn. A trainer that fails to focus training around a central idea runs the risk of using a game that fails to connect with the learners. To prevent this, tailor the material to the demographic (age group, familiarity, educational pre-text) so that the material is neither too difficult for, nor too familiar to the learner.[25] Gathering ideas from children early in the design process has yielded useful insights into what children want in technology in general or in a specific type of application.[26] Children's early involvement in requirements gathering has revealed clues about gender differences in preferences related to technology, children's navigation skills, ways of presenting textual information, application-specific content-related preferences, the variety of elements to be included in user interfaces and their structures, and children's desire to personalize their applications.[26] Multiplayer role playing games (MMO's) provide opportunities for players to improve such skills as, “complex learning, thinking, and social practices”.[27] MMO's also provide a social network which can favor collaborative gaming and learning and contribute to the formation of teams, communication within a group and help strengthen individual and communal identities.[28]

See also edit

Footnotes edit

  1. ^ p. 991
  2. ^ Barab, S. A.; Scott, B.; Siyahhan, S.; Goldstone, R.; Ingram-Goble, A.; Zuiker, S. J.; Warren, S. (2009). "Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education". Journal of Science Education and Technology. 18 (4): 305–320. doi:10.1007/s10956-009-9171-5. S2CID 16964887.
  3. ^ Dondlinger, Mary Jo (2007). "Educational Video Game Design: A Review of the Literature". Journal of Applied Educational Technology. 4 (1).
  4. ^ Team, Editorial. "What is GBL (Game-Based Learning)?". EdTechReview. Retrieved 2017-03-15.
  5. ^ Yang, Ya-Ting Carolyn (2012). "Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation". Computers & Education. 59 (2): 365–377. doi:10.1016/j.compedu.2012.01.012.
  6. ^ a b Bhoopathi, P; Sheoran, R; Välimäki, M (2006). "Educational games for mental health professionals". Cochrane Database of Systematic Reviews. 2 (2): CD001471.pub2. doi:10.1002/14651858.CD001471.pub2. PMC 7028004. PMID 16625545.
  7. ^ "Institute of Play, History of Games & Learning". Retrieved 2014-03-17.
  8. ^ . Archived from the original on 2014-03-22. Retrieved 2014-03-17.
  9. ^ Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless… Educase Review, 41,2, 1-16.
  10. ^ Gerber, H. R. & Price, D. P. (2013): "Fighting baddies and collecting bananas: Teachers' perceptions of game-based learning", Educational Media International.
  11. ^ "Making Learning Fun: Quest Atlantis, A Game Without Guns" 2011-09-30 at the Wayback Machine by Barab, Thomas, Dodge, Carteaux, Tuzun
  12. ^ "Teens, Video Games, and Civics" 2009-03-06 at the Wayback Machine by Lenhart, Pew Internet Project
  13. ^ a b c d e Bainbridge, W. S. (2007). "The Scientific Research Potential of Virtual Worlds". Science. 317 (5837): 472–476. doi:10.1126/science.1146930. PMID 17656715. S2CID 1179233.
  14. ^ Green, C. S.; Bavelier, D. (2012). "Learning, Attentional Control, and Action Video Games". Current Biology. 22 (6): R197–R206. doi:10.1016/j.cub.2012.02.012. PMC 3461277. PMID 22440805.
  15. ^ . Nmc.org. Archived from the original on 2011-09-28. Retrieved 2013-05-02.
  16. ^ "2010 Horizon Report: The K12 Edition". Wp.nmc.org. 2010-03-31. Retrieved 2013-05-02.
  17. ^ "Game-based Learning or Game-based Teaching?" by Paul Pivec
  18. ^ Shearer, James D. "Development of a Digital Game-based Learning Best Practices Checklist". Etd.ohiolink.edu. Retrieved 2013-05-02.
  19. ^ Kim, B., Park, H., & Baek, Y. (2009). Not just for fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers and Education, 52, 800-810.
  20. ^ Falloon, G (2011). "Using avatars and virtual environments in learning: what do they offer?". British Journal of Educational Technology. 41 (2): 108–122. doi:10.1111/j.1467-8535.2009.00991.x. S2CID 2792744.
  21. ^ Pringle, JK (2014). "Educational egaming: the future for geoscience virtual learners?" (PDF). Geology Today. 30 (4): 147–150. doi:10.1111/gto.12058. S2CID 65022032.
  22. ^ . Classroom Inc. Archived from the original on 2014-10-18. Retrieved 2015-12-21.
  23. ^ Kapp, Karl (November 11, 2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Paperback. Pfeiffer. ISBN 978-1118674437.
  24. ^ Gronstedt, Anders. "The Five Superpowers of the Learning Age". E-Learning Council.
  25. ^ "How To Teach Using Games". Serc.carleton.edu. Retrieved 2013-05-02.
  26. ^ a b Nousiainen, Tuula; Kankaanranta, Marja (July 24, 2008). "Exploring Children's Requirements for Game-Based Learning Environments". Advances in Human-Computer Interaction. 2008: 1–7. doi:10.1155/2008/284056.
  27. ^ Barab, 2009, p. 990
  28. ^ Klopfer, E, Osterweil, S and Salen, K. Moving Learning Games Forward: Obstacles, oppostunities & openness. The education Arcade. 2009

References edit

  • Shatz, Itamar (2015). (PDF). MEITAL National Conference. Haifa, Israel: Technion. pp. 227–232. Archived from the original (PDF) on 7 March 2016. Retrieved 1 March 2017.
  • "Video games 'stimulate learning'". BBC News. March 18, 2002.
  • Dostál, J. (2009). "Educational software and computer games - tools of modern education". Journal of Technology and Information Education. 1 (1). Palacký University, Olomouc: 24–28. CiteSeerX 10.1.1.164.4054. doi:10.5507/jtie.2009.003. ISSN 1803-537X.
  • Lin, G. H. C.; Kung, T. W. T.; Chien, S. C. (2011). Computer Games Functioning as Motivation Stimulants (PDF). International Conference on Computer Assisted Language Learning (CALL).

Further reading edit

  • James Paul Gee (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan. ISBN 978-1-4039-6169-3.

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For broader coverage of this topic see Serious game Educational games are games explicitly designed with educational purposes or which have incidental or secondary educational value All types of games may be used in an educational environment however educational games are games that are designed to help people learn about certain subjects expand concepts reinforce development understand a historical event or culture or assist them in learning a skill as they play Game types include board card and video games As educators governments and parents realize the psychological need and benefits that gaming has on learning this educational tool has become mainstream Games are interactive play that teach goals rules adaptation problem solving interaction all represented as a story They satisfy a fundamental need to learn by providing enjoyment passionate involvement structure motivation ego gratification adrenaline creativity social interaction and emotion in the game itself while the learning takes place Contents 1 Video games 2 Game based learning 3 Origins 3 1 Theory 3 2 Application 4 See also 5 Footnotes 6 References 7 Further readingVideo games editMain articles Educational video game and Video games in education Main listing List of educational video games With the increase and availability of technological devices there has been a shift in what types of games people play Video or electronic gaming has become more widely used than traditional board games Barab 2009 defines conceptual play as a state of engagement that involves a projection into the role of character who b engaged in a partly fictional problem context c must apply conceptual understandings to make sense of and ultimately transform the context 1 The goal of such play spaces is to have the gamer engage in the narrative while learning cognitive and social skills The ability to immerse oneself in the gaming process facilitates empathetic embodiment which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game Barab 2009 2 Educational video games have been divided into two major categories Edutainment games are those that are typically based on drilling fundamental lessons in a linear progression with added entertainment value Educational video games are ones that encourage creative thinking and problem solving 3 Game based learning editGame based learning GBL is a type of game play that has defined learning outcomes Generally game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world 4 Children tend to spend hours playing hide and seek learning the steps of digital games such as chess and engaging in creative games Therefore it can be said that play and learning are synonymous leading to cognitive and emotional development inside a social and cultural context For instance the game of hide and seek Good hiders need visual and spatial perspective to define the best hiding places while seekers must be skilled at searching for cues from the surroundings and choosing the most probable location for the hider among various possible places 5 A systematic review investigated the effects of educational games for mental health students Educational game plus standard training compared to standard training for mental health professionals 6 Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests especially if they have left revision to the last minute The one salient study should be refined and repeated 6 Outcome Findings in words Findings in numbers Quality of evidence Knowledge No significant improvement in test scores gt 10 Students had a slightly improved chance of improvement in test scores when receiving educational game plus standard training This finding is based on data of very low quality OR 0 06 0 01 to 0 27 Very low Average test score high good On average students receiving educational game plus standard training scored 6 higher than students with standard training There was a clear difference between the groups This finding is based on data of low quality MD 6 higher 2 63 higher to 9 37 higher Low No study reported any data on outcomes such as adverse effects mental state quality of life and information relating to time in servicesOrigins editIn his classical essay Upon the Aesthetic Education of Man Friedrich Schiller discusses play as a force of civilization which helps humans rise above their instincts and become members of enlightened communities He states that humans are only fully human when they play While the text is limited by the author s beliefs in concepts such as freedom and beauty it nevertheless sets the stage for Johan Huizinga s classical study Homo Ludens Games have long been employed as a means of education Using the ancient game of chess noblemen of the Middle Ages learned strategies of war During the Civil War volunteers from Rhode Island played American Kriegsspiel which had originally been created in 1812 for training Prussian officers of war 7 Then in the early 19th century came the creation of Kindergarten by Friedrich Frobel which was based on learning through play Children delighted in his Frobel Gifts simple educational toys such as blocks sewing kits clay and weaving materials 8 Theory edit According to Richard N Van Eck there are three main approaches to creating software that stimulates cognitive growth in the gamer These three approaches are building games from scratch created by educators and programmers integrate commercial off the shelf COTS and creating games from scratch by the students The most time and cost effective approach to designing these educational games is to incorporate COTS games into the classroom with the understanding of the learning outcomes the instructor has for the course 9 This requires the teacher to buy into the positive results of using digital games for education It also requires teachers to have adequate self efficacy concerning the use of these games and their technology The students usually have high amounts of self efficacy in usage of digital games while the lack of confidence teachers have in incorporating the digital games usually results in less effective educational use of the games However Gerber and Price 2013 have found that teachers inexperience with digital games does not preclude them from the desire to incorporate them in class instruction but districts must have in place support through regular professional development supportive learning communities with their colleagues and adequate financial support to implement game based learning in their class instruction 10 Games often have a fantasy element that engages players in a learning activity through narrative or storylines Educational video games can motivate children and allow them to develop an awareness of consequentiality 11 Children are allowed to express themselves as individuals while learning and engaging in social issues Today s games are more social with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life 12 In classrooms social game based learning platforms are increasing in popularity as they purport to enable students to reinforce knowledge and develop social and leadership skills 13 citation needed The success of game based learning strategies owes to active participation and interaction being at the center of the experience and signals that current educational methods are not engaging students enough 14 Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce 15 Game based learning is an expansive category ranging from simple paper and pencil games like word searches all the way up to complex massively multiplayer online MMO and role playing games 16 The use of collaborative game based role play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards thus getting the experiences in the safe virtual world 17 The built in learning process of games is what makes a game enjoyable The progress a player makes in a game is through learning It is the process of the human mind grasping and coming to understand a new system The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment Call of Duty or serious FAA approved flight simulator Well designed games that motivate players are what make them ideal learning environments citation needed Real world challenges are easier faced within a game containing effective interactive experiences that actively engage people in the learning process In a successful game based learning environment choosing actions experiencing consequences and working toward goals allows players to make mistakes through experimentation in a risk free environment 13 Games have rules and structure and goals that inspire motivation Games are interactive and provide outcomes and feedback Most games also have problem solving situations that spark creativity 18 Identification with the character within the video game is an important factor in the learning potential of the gamer Some of the electronic games allow the gamer to create an avatar that is designed and owned by the gamer This character is an expression of the human creating the virtual character 13 This has opened a new set of scientific possibilities The virtual world can be used as a laboratory The relationships and space within the games can simulate complex societies and relationships without having to truly participate This application of an avatar in not limited to simulation exercises 19 According to Bainbridge interviews and ethnographic research could be conducted within the reality of the game space 13 This could include experiments in social psychology and cognitive science The fact that game creators and gamers are wanting new experiences within the games the introduction of experiments could increase the level of play and engagement 13 Application edit nbsp Interactive multimedia educational game Traditionally technology used in school operates usually to solve problems in a fun way particularly in mathematics They usually make up case studies designed to introduce students to certain technologies in an effort to prepare them for a future major assignment that requires the aforementioned technology They have also been developed to work in the virtual world 20 More recently educational egames have been developed for Higher Education students combining real world case studies in a virtual environment for students to have a consistent 24 7 educational virtual experience 21 In some public schools implementing Common Core Standards game based learning programs are utilized by educators to supplement their teaching programs According to a recent case study by an ed tech based nonprofit organization teachers find some digital learning games help address issues with alignment in Common Core 22 In the future technology and games are expected to be used in simulation environments to simulate real world issues In the professional sector such as flight training simulations are already used in an effort to prepare pilots for training before actually going out into planes These training sessions are used to replicate real life stresses without the risk factor associated with flying Simulation games are used in other professional areas as well a spy themed learning game has been used to improve sales skills at Avaya 23 and a 3D simulation game has been used to train New York City emergency responders 24 Before deciding how to use game based learning the trainer must first determine what they would like the trainees to learn A trainer that fails to focus training around a central idea runs the risk of using a game that fails to connect with the learners To prevent this tailor the material to the demographic age group familiarity educational pre text so that the material is neither too difficult for nor too familiar to the learner 25 Gathering ideas from children early in the design process has yielded useful insights into what children want in technology in general or in a specific type of application 26 Children s early involvement in requirements gathering has revealed clues about gender differences in preferences related to technology children s navigation skills ways of presenting textual information application specific content related preferences the variety of elements to be included in user interfaces and their structures and children s desire to personalize their applications 26 Multiplayer role playing games MMO s provide opportunities for players to improve such skills as complex learning thinking and social practices 27 MMO s also provide a social network which can favor collaborative gaming and learning and contribute to the formation of teams communication within a group and help strengthen individual and communal identities 28 See also editEducational toy Educational website Edutainment Games and learning Gamification of learning Genomics Digital Lab Global Challenge Award Mouse Practice Pora Ora primary school Quest Atlantis Reacting games KahootFootnotes edit p 991 Barab S A Scott B Siyahhan S Goldstone R Ingram Goble A Zuiker S J Warren S 2009 Transformational Play as a Curricular Scaffold Using Videogames to Support Science Education Journal of Science Education and Technology 18 4 305 320 doi 10 1007 s10956 009 9171 5 S2CID 16964887 Dondlinger Mary Jo 2007 Educational Video Game Design A Review of the Literature Journal of Applied Educational Technology 4 1 Team Editorial What is GBL Game Based Learning EdTechReview Retrieved 2017 03 15 Yang Ya Ting Carolyn 2012 Building virtual cities inspiring intelligent citizens Digital games for developing students problem solving and learning motivation Computers amp Education 59 2 365 377 doi 10 1016 j compedu 2012 01 012 a b Bhoopathi P Sheoran R Valimaki M 2006 Educational games for mental health professionals Cochrane Database of Systematic Reviews 2 2 CD001471 pub2 doi 10 1002 14651858 CD001471 pub2 PMC 7028004 PMID 16625545 Institute of Play History of Games amp Learning Retrieved 2014 03 17 Historical Perspectives on Games and Education Archived from the original on 2014 03 22 Retrieved 2014 03 17 Van Eck R 2006 Digital game based learning It s not just the digital natives who are restless Educase Review 41 2 1 16 Gerber H R amp Price D P 2013 Fighting baddies and collecting bananas Teachers perceptions of game based learning Educational Media International Making Learning Fun Quest Atlantis A Game Without Guns Archived 2011 09 30 at the Wayback Machine by Barab Thomas Dodge Carteaux Tuzun Teens Video Games and Civics Archived 2009 03 06 at the Wayback Machine by Lenhart Pew Internet Project a b c d e Bainbridge W S 2007 The Scientific Research Potential of Virtual Worlds Science 317 5837 472 476 doi 10 1126 science 1146930 PMID 17656715 S2CID 1179233 Green C S Bavelier D 2012 Learning Attentional Control and Action Video Games Current Biology 22 6 R197 R206 doi 10 1016 j cub 2012 02 012 PMC 3461277 PMID 22440805 2009 Horizon Report by The New Media Consortium and EDUCAUSE Learning Initiative Nmc org Archived from the original on 2011 09 28 Retrieved 2013 05 02 2010 Horizon Report The K12 Edition Wp nmc org 2010 03 31 Retrieved 2013 05 02 Game based Learning or Game based Teaching by Paul Pivec Shearer James D Development of a Digital Game based Learning Best Practices Checklist Etd ohiolink edu Retrieved 2013 05 02 Kim B Park H amp Baek Y 2009 Not just for fun but serious strategies Using meta cognitive strategies in game based learning Computers and Education 52 800 810 Falloon G 2011 Using avatars and virtual environments in learning what do they offer British Journal of Educational Technology 41 2 108 122 doi 10 1111 j 1467 8535 2009 00991 x S2CID 2792744 Pringle JK 2014 Educational egaming the future for geoscience virtual learners PDF Geology Today 30 4 147 150 doi 10 1111 gto 12058 S2CID 65022032 Game Based Learning Formative Assessment A Perfect Pair Classroom Inc Classroom Inc Archived from the original on 2014 10 18 Retrieved 2015 12 21 Kapp Karl November 11 2013 The Gamification of Learning and Instruction Fieldbook Ideas into Practice Paperback Pfeiffer ISBN 978 1118674437 Gronstedt Anders The Five Superpowers of the Learning Age E Learning Council How To Teach Using Games Serc carleton edu Retrieved 2013 05 02 a b Nousiainen Tuula Kankaanranta Marja July 24 2008 Exploring Children s Requirements for Game Based Learning Environments Advances in Human Computer Interaction 2008 1 7 doi 10 1155 2008 284056 Barab 2009 p 990 Klopfer E Osterweil S and Salen K Moving Learning Games Forward Obstacles oppostunities amp openness The education Arcade 2009References editShatz Itamar 2015 Using Gamification and Gaming in Order to Promote Risk Taking in the Language Learning Process PDF MEITAL National Conference Haifa Israel Technion pp 227 232 Archived from the original PDF on 7 March 2016 Retrieved 1 March 2017 Video games stimulate learning BBC News March 18 2002 Dostal J 2009 Educational software and computer games tools of modern education Journal of Technology and Information Education 1 1 Palacky University Olomouc 24 28 CiteSeerX 10 1 1 164 4054 doi 10 5507 jtie 2009 003 ISSN 1803 537X Lin G H C Kung T W T Chien S C 2011 Computer Games Functioning as Motivation Stimulants PDF International Conference on Computer Assisted Language Learning CALL Further reading editJames Paul Gee 2003 What Video Games Have to Teach Us About Learning and Literacy Palgrave Macmillan ISBN 978 1 4039 6169 3 Retrieved from https en wikipedia org w index php title Educational game amp oldid 1213369068, wikipedia, wiki, book, books, library,

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