Abstract
Since the 1970s, computer games have become more and more a part of our culture. For the past 20-30 years, some studies have shown that certain aspects of computer games may have potential benefits in a learning environment. For example, games may increase motivation, collaboration and competition, as well as provide an effective inquiry-based framework (Squire, 2002). With the extreme success of the gaming industry in recent years, the potential for using computer games as a teaching tool in higher education is being increasingly explored. Game-based learning has been used in the military, medicine, and physical education quite successfully. However, the rules and guidelines of incorporating digital game-based learning into education are still quite open and exploration of possibilities is greatly encouraged.
| Original language | English (US) |
|---|---|
| Title of host publication | Encyclopedia of Information Science and Technology |
| Subtitle of host publication | Second Edition |
| Publisher | IGI Global |
| Pages | 1120-1124 |
| Number of pages | 5 |
| ISBN (Electronic) | 9781605660271 |
| ISBN (Print) | 9781605660264 |
| DOIs | |
| State | Published - Jan 1 2008 |
Bibliographical note
Publisher Copyright:© 2009 by IGI Global. All rights reserved.
Fingerprint
Dive into the research topics of 'Digital Game-Based Learning in Higher Education'. Together they form a unique fingerprint.Cite this
- APA
- Standard
- Harvard
- Vancouver
- Author
- BIBTEX
- RIS